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[+TUTORIAL+] Modify loot crate contents [v242]


Tom

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9 hours ago, Gumballz said:

The way you have it atm, the last set is made up of 1 entry.  that entry gives between 5 - 20 random items from the previous list(all the kibble).

The first 2 entries are working exactly the same, but with a max qty of 1, you don't notice it. If you upped the min/max qty's on either of those entries you would see a similar effect.

If you want random quantities of just 1 item, It has to go on its own separate Entry.  Having multiple items and multiple qty's within in the same entry will result in a mixed bag of goodies. 

 


ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level60_C",MinItemSets=1,MaxItemSets=3,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=1,MaxNumItems=1,NumItemsPower=1.0,SetWeight=0.33,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_RexSaddle_C", "PrimalItemArmor_SpinoSaddle_C", "PrimalItemArmor_GigantSaddle_C", "PrimalItemArmor_MosaSaddle_C", "PrimalItemArmor_QuetzSaddle_Platform_C", "PrimalItemArmor_QuetzSaddle_C", "PrimalItemArmor_MosaSaddle_Platform_C", "PrimalItemArmor_PlesiaSaddle_C", "PrimalItemArmor_PlesiSaddle_Platform_C", "PrimalItemArmor_BeaverSaddle_C"),ItemsWeights=(0.10,0.10,0.10,0.10,0.10,0.10,0.10,0.10,0.10,0.10),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=4.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4))),(MinNumItems=1,MaxNumItems=1,NumItemsPower=1.0,SetWeight=0.33,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemStructure_IndustrialForge_C", "PrimalItemStructure_IndustrialCookingPot_C", "PrimalItemStructure_Fireplace_C","PrimalItemStructure_ChemBench_C", "PrimalItemStructure_Cannon_C", "PrimalItemStructure_Grill_C", "PrimalItemStructure_StorageBox_Huge_C", "PrimalItemStructure_MetalGate_Large_C", "PrimalItemStructure_MetalGateframe_Large_C", "PrimalItemStructure_ElevatorPlatformLarge_C"),ItemsWeights=(0.10,0.10,0.10,0.10,0.10,0.10,0.10,0.10,0.10,0.10),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4))),(MinNumItems=1,MaxNumItems=1,NumItemsPower=1.0,SetWeight=0.33,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_Kibble_GalliEgg_C"),ItemsWeights=(0.10),MinQuantity=5.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_Kibble_LystroEgg_C"),ItemsWeights=(0.10),MinQuantity=5.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_Kibble_QuetzEgg_C"),ItemsWeights=(0.10),MinQuantity=5.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_Kibble_ScorpionEgg_C"),ItemsWeights=(0.10),MinQuantity=5.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_Kibble_RexEgg_C"),ItemsWeights=(0.10),MinQuantity=5.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_Kibble_BoaEgg_C"),ItemsWeights=(0.10),MinQuantity=5.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_Kibble_DimetroEgg_C"),ItemsWeights=(0.10),MinQuantity=5.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_Kibble_TerrorBirdEgg_C"),ItemsWeights=(0.10),MinQuantity=5.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_Kibble_StegoEgg_C"),ItemsWeights=(0.10),MinQuantity=5.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_Kibble_SpinoEgg_C"),ItemsWeights=(0.10),MinQuantity=5.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))

Should get the results your after

Appologies if there is a bracket or comma out of place on it 

PS .. dont forget about the SupplyCrate_Level60_Double_C  crate  which drops between 8%-12% of the time in place of a normal red crate

Ahh, okay I was confused on how that worked then. What I figured that while yes I have 10 different items in a single entry, having the MinNumItems/MaxNumItems both set to 1.0 would make it choose just one item out of those 10 listed in the set, and then give me between 5-20 in quantity of that one item it chose.

Your code works as I had in mind though, thanks!

Just one other thing I'm confused about with the kibble portion, each entryweight is set to 1.0. So why doesn't it when the code looks at that just pick Galli kibble every time then because it has a 100% chance to be chosen and its first in the list of entries?

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43 minutes ago, Ludious said:

Please forgive me if I missed something or don't understand

 

is there a way to modify how often and where beacon levels spawn? Say my server consists of all high level players and we'd like red beacons to spawn more often...everywhere on the map

 

is that possible?

Not with this code.   Maybe possible through a Mod though

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27 minutes ago, Deadman said:

 having the MinNumItems/MaxNumItems both set to 1.0 would make it choose just one item out of those 10 listed in the set,

Understandable.  The name of the variable is named incorrectly and causes a lot of confusion.  

It should have been called MinNumEntries/MaxNumEntries.  Im sure if it was named correctly, you would have figured it out easily enough.

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35 minutes ago, Deadman said:

Just one other thing I'm confused about with the kibble portion, each entryweight is set to 1.0. So why doesn't it when the code looks at that just pick Galli kibble every time then because it has a 100% chance to be chosen and its first in the list of entries?

Weight=1.0 DOESN'T equate to 100% chance

If you check a couple posts up (bottom of previous page), I answered a similar question explaining Weight v %Chance

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I have been trying and testing but i cant seem to get my code to work its is either something dumb that i missed or its an issue in testing,

First the code

ConfigOverrideSupplyCrateItems=
(
SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=2,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,
ItemSets=
(
(
MinNumItems=3,MaxNumItems=7,NumItemsPower=1.0,SetWeight=0.6,bItemsRandomWithoutReplacement=true,
ItemEntries=
(
(EntryWeight=0.9,ItemClassStrings=("PrimalItemResource_Stone_C"),ItemsWeights=(1.0),MinQuantity=5.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.9,ItemClassStrings=("PrimalItemResource_Thatch_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.9,ItemClassStrings=("PrimalItemResource_Flint_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=90.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.7,ItemClassStrings=("PrimalItemResource_Chitin_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.7,ItemClassStrings=("PrimalItemResource_Keratin_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.7,ItemClassStrings=("PrimalItemResource_Wood_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=1.0,ItemClassStrings=("PrimalItemResource_Fibers_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=90.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)
)
),
(
MinNumItems=2,MaxNumItems=6,NumItemsPower=1.0,SetWeight=0.4,bItemsRandomWithoutReplacement=true,
ItemEntries=
(
(EntryWeight=0.7,ItemClassStrings=("PrimalItem_WeaponStoneClub_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.5),
(EntryWeight=0.2,ItemClassStrings=("PrimalItemArmor_WoodShield_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.5),
(EntryWeight=0.2,ItemClassStrings=("PrimalItemArmor_ClothPants_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.5),
(EntryWeight=0.2,ItemClassStrings=("PrimalItemArmor_ClothShirt_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.5),
(EntryWeight=0.2,ItemClassStrings=("PrimalItemArmor_ClothHelmet_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.5),
(EntryWeight=0.2,ItemClassStrings=("PrimalItemArmor_ClothBoots_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.5),
(EntryWeight=0.2,ItemClassStrings=("PrimalItemArmor_ClothGloves_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.5),
(EntryWeight=0.7,ItemClassStrings=("PrimalItem_WeaponBola _C"),ItemsWeights=(1.0),MinQuantity=3.0,MaxQuantity=6.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.3)
)
),
(
MinNumItems=5,MaxNumItems=6,NumItemsPower=1.0,SetWeight=0.4,bItemsRandomWithoutReplacement=true,
ItemEntries=
(
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Red_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Green_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Blue_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Yellow_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_White_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Purple_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Black_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Brown_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Cyan_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Forest_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Parchment_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Pink_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Royalty_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Silver_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Sky_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Tan_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Tangerine_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_ActuallyMagenta_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Brick_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Cantaloupe_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Mud_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Navy_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Olive_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Slate_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)
)
)
)
)

or my testing which i am doing on a my local game till i get it to work. i am editing the game.ini on my pc.  if someone could just point out what i am doing wrong

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@CryptisMidnight An initial glance through looks like the code is fine.   With the format of the code you pasted, I'm assuming you use Notepad++ (or similar), Dropping and tabbing to help with the structure visually.

If so, its fine for constructing, but u have to make sure each ConfigOverrideSupplyCrateItems= is on 1 line.

Try copy pasting the following into your Game.ini and try (its your code compacted onto 1 line)

If it doesn't work, shout a message backand i'll take a closer look

[/script/shootergame.shootergamemode]
ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=2,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=3,MaxNumItems=7,NumItemsPower=1.0,SetWeight=0.6,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=0.9,ItemClassStrings=("PrimalItemResource_Stone_C"),ItemsWeights=(1.0),MinQuantity=5.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.9,ItemClassStrings=("PrimalItemResource_Thatch_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.9,ItemClassStrings=("PrimalItemResource_Flint_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=90.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.7,ItemClassStrings=("PrimalItemResource_Chitin_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.7,ItemClassStrings=("PrimalItemResource_Keratin_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.7,ItemClassStrings=("PrimalItemResource_Wood_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemResource_Fibers_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=90.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0))),(MinNumItems=2,MaxNumItems=6,NumItemsPower=1.0,SetWeight=0.4,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=0.7,ItemClassStrings=("PrimalItem_WeaponStoneClub_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.5),(EntryWeight=0.2,ItemClassStrings=("PrimalItemArmor_WoodShield_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.5),(EntryWeight=0.2,ItemClassStrings=("PrimalItemArmor_ClothPants_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.5),(EntryWeight=0.2,ItemClassStrings=("PrimalItemArmor_ClothShirt_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.5),(EntryWeight=0.2,ItemClassStrings=("PrimalItemArmor_ClothHelmet_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.5),(EntryWeight=0.2,ItemClassStrings=("PrimalItemArmor_ClothBoots_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.5),(EntryWeight=0.2,ItemClassStrings=("PrimalItemArmor_ClothGloves_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.5),(EntryWeight=0.7,ItemClassStrings=("PrimalItem_WeaponBola_C"),ItemsWeights=(1.0),MinQuantity=3.0,MaxQuantity=6.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.3))),(MinNumItems=5,MaxNumItems=6,NumItemsPower=1.0,SetWeight=0.4,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Red_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Green_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Blue_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Yellow_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_White_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Purple_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Black_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Brown_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Cyan_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Forest_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Parchment_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Pink_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Royalty_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Silver_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Sky_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Tan_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Tangerine_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_ActuallyMagenta_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Brick_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Cantaloupe_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Mud_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Navy_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Olive_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.5,ItemClassStrings=("PrimalEarthDye_Slate_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))

 

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ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=3,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=2,MaxNumItems=4,NumItemsPower=1.0,SetWeight=0.5,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("WeaponBow.PrimalItem_WeaponBow_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.5),(EntryWeight=1.0,ItemClassStrings=("PrimalItemStructure_WoodFloor"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.2),(EntryWeight=0.5,ItemClassStrings=("PrimalItemStructure_MortarAndPestle_C"),ItemsWeights=(0.2),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=0.5,ItemClassStrings=("PrimalItemConsumable_CookedPrimeMeat_C"),ItemsWeights=(1.0),MinQuantity=10,MaxQuantity=20,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=0.5,ItemClassStrings=("PrimalItemConsumable_RawMeat_C"),ItemsWeights=(1.0),MinQuantity=5,MaxQuantity=10,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=0.5,ItemClassStrings=("PrimalItemArmor_TrikeSaddle_C"),ItemsWeights=(0.7),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.2)))))
 

i need more clarification for the begining of the code : MinItemSets=1,MaxItemSets=3,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=2,MaxNumItems=4,NumItemsPower=1.0,SetWeight=0.5 and the entry EntryWeight=0.5

 

what's the difference of MinItemSets=1,MaxItemSets=3 and MinNumItems=2,MaxNumItems=4

Thanks a lot

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44 minutes ago, ShadowFR said:

need more clarification for the begining of the code : MinItemSets=1,MaxItemSets=3,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=2,MaxNumItems=4,NumItemsPower=1.0,SetWeight=0.5 and the entry EntryWeight=0.5

 

what's the difference of MinItemSets=1,MaxItemSets=3 and MinNumItems=2,MaxNumItems=4

Loot crates are made up of SETS. Within a crate, you can have 1 or multiple SETS.

SETS are made up of ENTRIES.  Within a SET, you can have 1 or multiple ENTRIES.

ENTRIES are made up of ITEMS.  Within an ENTRY, you can have 1 or multiple ITEMS.

 

MinItemSets= Is the minimum number of SETS you wish to have in the loot crate.

MaxItemSets= Is the Maximum number of SETS you wish to have in the loot crate.

SetWeight= Is the determining factor of that SET being chosen when measured against total of all the SetWeight='s  (including itself)

The minimum number of SETS you have to classify within the code must be equal to or greater than MaxItemSets= if bSetsRandomWithoutReplacement is set to true.

 

MinNumItems= Is the minimum number of ENTRIES you wish to have within that SET.

MaxNumItems= Is the maximum number of ENTRIES you wish to have within that SET.

EntryWeight= Is the determining factor of that ENTRY being chosen within that SET when measured against total of all the EntryWeight='s within that SET (including itself)

The minimum number of ENTRIES you have to classify within that SET must be equal to or greater than MaxNumItems= if bItemsRandomWithoutReplacement is set to true in that SET

 

If you can Imagine being a purse snatcher....

Loot crates = Bags.   Within Bags are Wallets (SETS).  Within the Wallets are Pockets (ENTRIES). And Within Pockets are bills/cards (ITEMS)

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ok so in that case 

ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=3,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=2,MaxNumItems=5,NumItemsPower=1.0,SetWeight=0.5,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("WeaponBow.PrimalItem_WeaponBow_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=0.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.2),(EntryWeight=1.0,ItemClassStrings=("PrimalItemStructure_WoodFloor"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.2),(EntryWeight=0.5,ItemClassStrings=("PrimalItemStructure_MortarAndPestle_C"),ItemsWeights=(0.2),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=0.5,ItemClassStrings=("PrimalItemConsumable_CookedPrimeMeat_C"),ItemsWeights=(1.0),MinQuantity=10,MaxQuantity=20,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=0.5,ItemClassStrings=("PrimalItemConsumable_RawMeat_C"),ItemsWeights=(1.0),MinQuantity=5,MaxQuantity=10,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=0.5,ItemClassStrings=("PrimalItemArmor_TrikeSaddle_C"),ItemsWeights=(0.7),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.2,(EntryWeight=0.5,ItemClassStrings=("PrimalItemConsumable_CureLow_C"),ItemsWeights=(0.2),MinQuantity=1.0,MaxQuantity=3.0,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))
 

That should be one itemset so i need to change MinItemSets=1,MaxItemSets=3 to MinItemSets=1,MaxItemSets=1 ?

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Ugh.  I really wish this sexy new option for server admins wasn't as complicated as this.  I was really hoping for something much simpler to work with to just make some minor changes to the drops.

 

I really hope someone writes a tool or puts up a website where we can just easily plug some numbers and items in some boxes and have it generate the config code for us. 

 

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4 hours ago, mndfreeze said:

I really hope someone writes a tool or puts up a website where we can just easily plug some numbers and items in some boxes and have it generate the config code for us. 

 

Will be simple enough to do.  Unfortunately, we require @Zane to reply to the threads and let us know how the randomisation works.  Until then, the control you have over the contents of your loot crates is minimal at best.  

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7 hours ago, ShadowFR said:

 

That should be one itemset so i need to change MinItemSets=1,MaxItemSets=3 to MinItemSets=1,MaxItemSets=1 ?

That is correct sir

Keep in mind.....

(EntryWeight=1.0,ItemClassStrings=("PrimalItemStructure_WoodFloor"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.2),

Has the possibility of producing 10 Blueprints for the Wooden Foundations.

Again, until we get an answer fron @Zane on how the randomisation works, it is impossible to say.

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There needs to be an option to tell your loot crate to just randomize everything thats a craftable item in the game, or something simliar.  So we dont need to make an entry for every single thing.   I'd be happy with just changing all my beacons to a simple random pull of any possible item, and maybe only the quality or quantity of items being affected by the level of the crate.   

So you could still get an assault rifle or blueprint for it from any beacon color, but it would never be better then primitive in a white, but for say a red beacon could be as low as journeyman, but not higher then master.  If I'm understanding this thread correctly the only way to achieve that would be to make an entry for EVERY single item in the game, for each beacon, etc.

 

Oooof!

 

Honestly at this point I'd be happy if the devs could give us the code for all the current default settings, so I can make some minor changes and alter some crop plots and compass entries...

 

 

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1 hour ago, mndfreeze said:

 

Honestly at this point I'd be happy if the devs could give us the code for all the current default settings, so I can make some minor changes and alter some crop plots and compass entries...

 

 

I'd be happy with anything from the Dev's even if it was the finger.... anything just to prove they exist and/or read these post,their mail or messages.

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@Gumballz ok yeah the making it a single command line worked,  

On 6/9/2016 at 8:42 PM, Gumballz said:

Set1 : 57.00%

Set2 : 38.00%

Set3 : 38.00%

 

so in all of the white beacons i should have those chances of getting the loot i set up,  if so then yeah thats what i was aiming for.  Thxs a lot for the help

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So I'm trying to get more detail on MinQuality and MaxQuality.

Did an experiment with the following setup.

 

Quote

ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=3,MaxItemSets=3,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=1,MaxNumItems=1,NumItemsPower=1.0,SetWeight=1,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1,ItemClassStrings=("PrimalItemArmor_ClothGloves_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1.25,MaxQuality=2.5,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0))),(MinNumItems=1,MaxNumItems=1,NumItemsPower=1.0,SetWeight=1,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1,ItemClassStrings=("PrimalItemArmor_ClothHelmet_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=2.5,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0))),(MinNumItems=1,MaxNumItems=1,NumItemsPower=1.0,SetWeight=1,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_ClothBoots_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1,MinQuality=4,MaxQuality=4.5,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),))))

 

Basically, it's Gloves between 1.25 and 2.5 quality, Hats between 2.5 and 4.0 quality, and Boots between 4.0 and 4.5 quality. I ran around collecting a bunch of drops and this is what I got: http://i.imgur.com/ctFiB6T.png

 

So my question is why the overlap? What else is factoring into making them Ramshackle, App, etc.? Because something obviously is, since the MinQualities and MaxQualities don't overlap but the categories do.

 

 

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ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=3,MaxNumItems=5,NumItemsPower=1.0,SetWeight=1,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("WeaponBow.PrimalItem_WeaponBow_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=0.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.2),(EntryWeight=1.0,ItemClassStrings=("PrimalItemStructure_WoodFloor"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.2),(EntryWeight=1,ItemClassStrings=("PrimalItemStructure_MortarAndPestle_C"),ItemsWeights=(0.2),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=1,ItemClassStrings=("PrimalItemConsumable_CookedPrimeMeat_C"),ItemsWeights=(1.0),MinQuantity=10,MaxQuantity=20,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=1,ItemClassStrings=("PrimalItemConsumable_RawMeat_C"),ItemsWeights=(1.0),MinQuantity=5,MaxQuantity=10,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),(EntryWeight=1,ItemClassStrings=("PrimalItemArmor_TrikeSaddle_C"),ItemsWeights=(0.7),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.2,(EntryWeight=1,ItemClassStrings=("PrimalItemConsumable_CureLow_C"),ItemsWeights=(0.2),MinQuantity=1.0,MaxQuantity=2.0,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))
 

to change the chance to get an item in this supply, do i have to change the EntryWeight=  or the ItemsWeights= ?

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7 hours ago, Baisius said:

So my question is why the overlap? What else is factoring into making them Ramshackle, App, etc.? Because something obviously is, since the MinQualities and MaxQualities don't overlap but the categories do.

No clue how the quality works in regards to Ram/App/Jour/Mas

Usually though, item with a higher quality have better stats than items with a lower quality no matter what the Tier of the item is.

Eg.  Qualiy 3 ramshackle will usually be better then a quality 2 Apprentice.

Quality 3 ramshackle and quality 3 apprentice are usually about the same.

 

If you randomly spawn in a load of quality 2 items and then a load of quality 3 items, look at the stats, you will notice the tier is pretty much irrelevent

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Would anyone here be willing to help me write a script up for the server I play on? We have a google spreadsheet with each color Beacon organized with it's expected items and their quantities/qualities. It would also be very helpful if someone could take a look at it and maybe show me how to split up each individual color when done with one specific color.

I'll leave the spreadsheet attached. It's not complete at the moment, but will be soon.

And could someone tell me how to test this code on SinglePlayer so I could learn what works and what doesn't.

 

Ascension Beacons.xlsx

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Okay doing it a bit on my own I found out how to get it working, but the only problem I'm facing is how I am supposed to split between itemsets for each color, For Example: White:Itemset1 Wood_Wall,WoodFloor,Wood_Ceiling, Itemset2: Narcotic,Sparkpowder,Stimulant, Itemset3:Metal,Chitin,rawprimemeat, Itemset4:Metalingot,Crystal,tinyexppotion,Tranqarrow Last 2 are from the Annunaki mod. And once i am done with a specific color how do i switch over to the next color?

 

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