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I shoot pretty frequently irl, and I can say it is not hard at all to hit a human - sized target inside of 100 yards with literally any rifle if you have any skill. It feels like only Masterwork+ guns are worth keeping - randomized stats don't mean much if they never connect and it heavily favors sheer volume of fire over a skirmishy sniper. Cool mod though. :)
However that other mod also works fine alone. So it's some interaction between the two, something being multiplied somewhere.
It seems like ranged cooldown is not actually touched at all by this mod alone.
I'm using Combat Extended and Quality Expanded so there may be a conflict with one of those, I don't know if anyone using Combat Extended can confirm a similar issue. Maybe Combat Extended uses a vanilla value differently and when this mod makes it better it's actually worse with CE. Not completely sure.
I'll be turning this mod off in my next runs to confirm if it's the one actually causing the issue and not another one, but because the delay has random differences between two weapons of the same quality, I think it has to be coming from here.
No, no XML. It's all in C#.
Ultimate question is: how are you controlling the values? Is it via xml?
what if the ranges slightly overlapped, so the upermost part of the range for"normal" is the same as the lowermost for "good", the idea being the outliers which are sorta "quality wise not "good", but it's practicly "good".
so, at the most basic:
• Awful: 0.5 to 0.71
• Poor: 0.70 to 0.91
• Normal: 0.9 to 1.15
• Good: 1.14 to 1.31
• Excellent: 1.3 to 1.56
• Masterwork: 1.55 to 2.01
• Legendary: 2.00 to 5.0
of course, the overlap could use some work, and should have a fall off (so it's a lower chance than just a linear range suggests)
We have created a new Discord server. Suggestions, feedback and input on future new features etc all welcome!
https://discord.gg/xWadkMZn35
@Redrum: That's not a bad idea! Added to The List!
@Rtepper: Right?! (But yeah, it's probably a pretty easy fix to make a setting for some of it, and then why not do it...)
That said, I could maybe make a setting for tweaking the modifier - at least for legendary items. But I'm in the middle of a lot of other stuff, so it might not happen right away!
The best way might be to look at another mod you know does the same thing? That's often a good way of progressing within the modding realm.
Mod I'm trying to alter: https://steamcommunity.com/sharedfiles/filedetails/?id=3529058623
code:
<Patch>
<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="RubblePile"]</xpath>
<value>
<costList>
<Steel>1000</Steel>
<WoodLog>30</WoodLog>
<ComponentIndustrial>10</ComponentIndustrial>
<Gold>2</Gold>
<Plasteel>1</Plasteel>
</costList>
</value>
</Operation>
<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="RubblePile"]</xpath>
<value>
<resourcesFractionWhenDeconstructed>0.00025</resourcesFractionWhenDeconstructed>
</value>
</Operation>
</Patch>
I guess? I don't play with Anomaly, so I'm not familiar with it. If it ends up being an issue let me know, and I'll see if there is an easy fix.
Also, will the psychic sensitivity multiplier effect of bioferrite scale as well? That might actually be too OP to leave in, if it does. It currently gives a 120% multiplier for psychic sensitivity at legendary quality, and it will really throw off the game balance if this is allowed to scale higher.
I always feel disappointed when all my people finally get 100% legendaries, and I no longer feel the need to craft things anymore. Thanks for the great mod!
In other words, if an Item has better sharp protection, will it also have better blunt protection as well as a wider temperature range, or is each stat randomized independent of the others?
If legendary #1 has better sharp protection than legendary #2, will it also always have better blunt protection as well? Or can an item have better sharp, but also have worse blunt at the same time?
Yes, that's a good thing about it! Legendary gear have the widest range by far, and getting a god roll will mean a wicked item. But each item is a wee bit more interesting and I like that in general!