Gumballz Posted June 12, 2016 Share Posted June 12, 2016 On 11/06/2016 at 11:23 AM, ShadowFR said: Link to comment Share on other sites More sharing options...
Gumballz Posted June 12, 2016 Share Posted June 12, 2016 1 hour ago, Mrantnation said: And once i am done with a specific color how do i switch over to the next color? check out page 2 and page 4 Link to comment Share on other sites More sharing options...
Mrantnation Posted June 12, 2016 Share Posted June 12, 2016 @Gumballz Appreciate it, totally didn't think to read comments! Link to comment Share on other sites More sharing options...
gabessdsp Posted June 12, 2016 Share Posted June 12, 2016 great write up, thank you! Link to comment Share on other sites More sharing options...
mndfreeze Posted June 12, 2016 Share Posted June 12, 2016 How do I do caves seperate from normal beacons? Is it a different identifier or do they share? I'm getting conflicting information between this thread, and a big thread on reddit about the issue. Link to comment Share on other sites More sharing options...
Gumballz Posted June 12, 2016 Share Posted June 12, 2016 31 minutes ago, mndfreeze said: How do I do caves seperate from normal beacons? Is it a different identifier or do they share? I'm getting conflicting information between this thread, and a big thread on reddit about the issue. SupplyCrate_Cave_QualityTier1_C Level 10 Cave Supply Crate tested Green SupplyCrate_Cave_QualityTier2_C Level 25 Cave Supply Crate tested Blue SupplyCrate_Cave_QualityTier3_C Level 40 Cave Supply Crate tested Yellow SupplyCrate_Cave_QualityTier4_C Level 55 Cave Supply Crate tested Red haven't read the reddit thread.. so cant comment sorry Link to comment Share on other sites More sharing options...
mndfreeze Posted June 12, 2016 Share Posted June 12, 2016 Thanks! That's what I needed to know. Is there a separate one for the level 80 sea crates as well? Link to comment Share on other sites More sharing options...
Gumballz Posted June 12, 2016 Share Posted June 12, 2016 19 minutes ago, mndfreeze said: Thanks! That's what I needed to know. Is there a separate one for the level 80 sea crates as well? http://lmgtfy.com/?q=ark+how+to+spawn+ocean+supply+crate Link to comment Share on other sites More sharing options...
Mrantnation Posted June 13, 2016 Share Posted June 13, 2016 Can someone tell me what I am doing wrong here? I copied this format off of a comment on Page 4 ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=5,MaxNumItems=10,NumItemsPower=1.0,SetWeight=0.5,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemStructure_WoodWall_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemStructure_WoodCeiling_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemStructure_WoodFloor_C"),ItemsWeights=(1.0),MinQuantity=2.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0))))) ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=5,MaxNumItems=10,NumItemsPower=1.0,SetWeight=0.5,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_Narcotic_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=("PrimalItemConsumable_Stimulant_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_Sparkpowder_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))) only the sparkpowder/narcotic/stimulant is spawning now, before I had the wooden structures spawning, but i'd rather they be 1 set each so ItemSet1=Wood Structures, and then ItemSet2=Narcotic/SP/STIMULANT Link to comment Share on other sites More sharing options...
Gumballz Posted June 13, 2016 Share Posted June 13, 2016 2 hours ago, Mrantnation said: only the sparkpowder/narcotic/stimulant is spawning now, before I had the wooden structures spawning, but i'd rather they be 1 set each so ItemSet1=Wood Structures, and then ItemSet2=Narcotic/SP/STIMULANT both override commands override the same loot crate. therefore the second one overwrites the 1st. I think a similar, if not the same, example of that was explained on page 3 Appears this thread is now full.. please continue with your questions in this thread .. Link to comment Share on other sites More sharing options...
Sparrow8332 Posted June 13, 2016 Share Posted June 13, 2016 every time i try and add a dye the beacon just destroys itself my test beacon : ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=2,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=3,MaxNumItems=3,NumItemsPower=1.0,SetWeight=0.4,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=0.7,ItemClassStrings=("PrimalEarthDye_Olive_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=("PrimalEarthDye_Cantaloupe_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=("PrimalEarthDye_Brick_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0))))) also tried : ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=2,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=3,MaxNumItems=3,NumItemsPower=1.0,SetWeight=0.4,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=0.7,ItemClassStrings=("PrimalEarthDye_Olive"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.7,ItemClassStrings=("PrimalEarthDye_Cantaloupe"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.7,ItemClassStrings=("PrimalEarthDye_Brick"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0))))) nothing seems to work - all my other drops i dont have an issue with just seems to be with the dyes Link to comment Share on other sites More sharing options...
Gumballz Posted June 13, 2016 Share Posted June 13, 2016 18 minutes ago, Sparrow8332 said: every time i try and add a dye the beacon just destroys itself my test beacon : ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=2,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=3,MaxNumItems=3,NumItemsPower=1.0,SetWeight=0.4,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=0.7,ItemClassStrings=("PrimalEarthDye_Olive_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=("PrimalEarthDye_Cantaloupe_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=("PrimalEarthDye_Brick_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0))))) also tried : ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=2,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=3,MaxNumItems=3,NumItemsPower=1.0,SetWeight=0.4,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=0.7,ItemClassStrings=("PrimalEarthDye_Olive"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.7,ItemClassStrings=("PrimalEarthDye_Cantaloupe"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.7,ItemClassStrings=("PrimalEarthDye_Brick"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0))))) nothing seems to work - all my other drops i dont have an issue with just seems to be with the dyes On both occasions you have MinItemSets=1 and MaxItemSets=2. Yet you have only 1 Set defined in the code. Link to comment Share on other sites More sharing options...
Baisius Posted June 13, 2016 Share Posted June 13, 2016 OK so I've been having a problem balancing the custom loot I put in for cave/ocean drops. So I just did an experiment. I took the exact same code (below, tldr is 20 miner hats between 6 and 7 quality) and put it on white drops and ocean drops. Spawned in some white drops. Every hat I got was a nice 200-500 armor. Exactly what I expected. Quality ranged from apprentice to ascendant, which was weird, but the armor value was alright. Spawned in (again, it's the exact same code) some ocean drops. Almost every hat I got was >1000 armor, many were 1500. They were all ascendant. To make things even weirder, one or two had unremarkable (I'm talking ~129 armor) armor, dura and insulations but were still ascendant quality. There is some crazy messed up multiplier or something that goes into ocean drops and cave drops that makes the stats go crazy. Not sure what to do with them, I'm thinking I may just disable them entirely. Quote ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_OceanInstant_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=1.0,MaxNumItems=1.0,NumItemsPower=1.0,SetWeight=1,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1,ItemClassStrings=("PrimalItemArmor_MinersHelmet_C"),ItemsWeights=(1.0),MinQuantity=20,MaxQuantity=20,MinQuality=6,MaxQuality=7,bForceBlueprint=false,ChanceToBeBlueprintOverride=.05))))) Link to comment Share on other sites More sharing options...
Mrantnation Posted June 13, 2016 Share Posted June 13, 2016 : ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=5,MaxItemSets=5,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=5,MaxNumItems=10,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=0.70,ItemClassStrings=("PrimalItemStructure_WoodWall_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemStructure_WoodCeiling_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemStructure_WoodFloor_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemResource_Sparkpowder_C","PrimalItemConsumable_Narcotic_C","PrimalItemConsumable_Stimulant_C"),ItemsWeights=(0.40,0.30,0.30),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemResource_Metal_C","PrimalItemResource_Chitin_C","PrimalItemConsumable_RawPrimeMeat_C"),ItemsWeights=(1.0,1.0,1.0),MinQuantity=20.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemResource_Crystal_C","PrimalItemResource_MetalIngot_C","PrimalItemConsumable_TinyExpPotion_GNS_C","PrimalItemAmmo_ArrowTranq_GNS_C"),ItemsWeights=(0.60,0.70,1.0,1.0),MinQuantity=20.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponPike_C","PrimalItem_WeaponBow_C"),ItemsWeights=(1.0,1.0,),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=2.0,MaxQuality=2.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0))))) ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level15_C",MinItemSets=1,MaxItemSets=3,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=5,MaxNumItems=5,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemStructure_StoneWall_C","PrimalItemStructure_StoneCeiling_C","PrimalItemStructure_StoneFloor_C","PrimalItemStructure_Bed_Simple_C","PrimalItemStructure_StonePillar_C"),ItemsWeights=(1.0,1.0,1.0,1.0,1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.30,ItemClassStrings=("PrimalItemResource_Gunpowder_C","PrimalItemResource_Sparkpowder_C","PrimalItemConsumable_Stimulant_C","PrimalItemConsumable_Narcotic_C"),ItemsWeights=(0.3,0.50,1.0,1.0),MinQuantity=50.0,MaxQuantity=75.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0))))) The first bit of code for the white drop was perfectly fine how I wanted it, but then once i put in this green code it defaulted to the original drops for white drops, although the green is altered. Where in my formatting did i go wrong? Could someone tell me if it is possible to edit these settings while the game is running? I'm tired of waiting 7 mins just to start up a singleplayer and see if my script came through. And huge thanks to Gumballz for dumbing the post down for me (: Link to comment Share on other sites More sharing options...
Gumballz Posted June 13, 2016 Share Posted June 13, 2016 3 hours ago, Baisius said: OK so I've been having a problem balancing the custom loot I put in for cave/ocean drops. So I just did an experiment. I took the exact same code (below, tldr is 20 miner hats between 6 and 7 quality) and put it on white drops and ocean drops. Spawned in some white drops. Every hat I got was a nice 200-500 armor. Exactly what I expected. Quality ranged from apprentice to ascendant, which was weird, but the armor value was alright. Spawned in (again, it's the exact same code) some ocean drops. Almost every hat I got was >1000 armor, many were 1500. They were all ascendant. To make things even weirder, one or two had unremarkable (I'm talking ~129 armor) armor, dura and insulations but were still ascendant quality. There is some crazy messed up multiplier or something that goes into ocean drops and cave drops that makes the stats go crazy. Not sure what to do with them, I'm thinking I may just disable them entirely. Cheers for the info. Its entirley possible that the crates have a default power multiplier attached to them. I'll do some testing see if i can work it out. But, once again, without any word from @Zane it will all be pure guesstimation. Link to comment Share on other sites More sharing options...
Mrantnation Posted June 13, 2016 Share Posted June 13, 2016 ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level15_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=100,MaxNumItems=300,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=0.9,ItemClassStrings=("PrimalItemStructure_StoneWall_C","PrimalItemStructure_StoneCeiling_C","PrimalItemStructure_StoneFloor_C","PrimalItemStructure_Bed_Simple_C","PrimalItemStructure_StonePillar_C"),ItemsWeights=(1.0,1.0,1.0,1.0,1.0),MinQuantity=43.0,MaxQuantity=43.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0))),(MinNumItems=20,MaxNumItems=50,NumItemSetsPower=1.0,SetWeight=0.4,bItemsRandomWithoutReplacement=true,ItemEntries=(EntryWeight=0.3,ItemClassStrings=("PrimalItemResource_Gunpowder_C","PrimalItemResource_Sparkpowder_C","PrimalItemConsumable_Stimulant_C","PrimalItemConsumable_Narcotic_C"),ItemsWeights=(0.3,0.50,1.0,1.0),MinQuantity=50.0,MaxQuantity=100.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0))),(MinNumItems=20,MaxNumItems=50,NumItemSetsPower=1.0,SetWeight=0.4,bItemsRandomWithoutReplacement=true,ItemEntries=(EntryWeight=0.3,ItemClassStrings=("PrimalItemResource_Metal_C","PrimalItemResource_Polymer_Organic_C","PrimalItemConsumable_BugRepellant_C","PrimalItemConsumable_RawPrimeMeat_C"),ItemsWeights=(0.3,0.50,1.0,1.0),MinQuantity=50.0,MaxQuantity=100.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0))))) I've tried this on my blue crate for the separation of sets where I am trying to seperate my stone structures set from my narcotic/sparkpowder/stimulant set from my bugrepellant/primemeat/organicpolymer set. With this only the stone structures are showing up. Link to comment Share on other sites More sharing options...
Gumballz Posted June 13, 2016 Share Posted June 13, 2016 @Mrantnation Crate 1 : MinItemSets > Number Sets Defined. MaxItemSets > Number Sets Defined. MaxNumItems (set1) > Number Entries Defined Crate 2 : MaxItemSets > Number Sets Defined. MaxNumItems (set1) > Number Entries Defined. Crate 3 : SupplyCrateClassString is for green drops, not blue. MinNumItems (set 1,2 & 3) > Number Entries Defined. MaxNumItems (set 1,2 & 3) > Number Entries Defined. ItemEntries (set 2 & 3 ) missing opening bracket Link to comment Share on other sites More sharing options...
Mrantnation Posted June 13, 2016 Share Posted June 13, 2016 1 hour ago, Gumballz said: @Mrantnation Crate 1 : MinItemSets > Number Sets Defined. MaxItemSets > Number Sets Defined. MaxNumItems (set1) > Number Entries Defined Crate 2 : MaxItemSets > Number Sets Defined. MaxNumItems (set1) > Number Entries Defined. Crate 3 : SupplyCrateClassString is for green drops, not blue. MinNumItems (set 1,2 & 3) > Number Entries Defined. MaxNumItems (set 1,2 & 3) > Number Entries Defined. ItemEntries (set 2 & 3 ) missing opening bracket You've helped me great so far, but I'm gonna need an English translation on this one man, and i know about the green drop it was late and I was tired my mistake. Link to comment Share on other sites More sharing options...
Gumballz Posted June 13, 2016 Share Posted June 13, 2016 1 minute ago, Mrantnation said: You've helped me great so far, but I'm gonna need an English translation on this one man, and i know about the green drop it was late and I was tired my mistake. > = greater than You have asked it to generate more sets/entries than you have defined. Link to comment Share on other sites More sharing options...
Sparrow8332 Posted June 13, 2016 Share Posted June 13, 2016 8 hours ago, Gumballz said: On both occasions you have MinItemSets=1 and MaxItemSets=2. Yet you have only 1 Set defined in the code. Still the same result - beacon collapses and just leaves the beam of light - Link to comment Share on other sites More sharing options...
Gumballz Posted June 13, 2016 Share Posted June 13, 2016 2 minutes ago, Sparrow8332 said: Still the same result - beacon collapses and just leaves the beam of light - post the code u using please and ill test it on mine. its quite possible dyes are buggy in crates Beacon collapsing sounds to me as though there is nothing in it. not experienced the effect .. so just guessing Link to comment Share on other sites More sharing options...
Sparrow8332 Posted June 13, 2016 Share Posted June 13, 2016 1 minute ago, Gumballz said: post the code u using please and ill test it on mine. its quite possible dyes are buggy in crates Beacon collapsing sounds to me as though there is nothing in it. not experienced the effect .. so just guessing ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=3,MaxNumItems=3,NumItemsPower=1.0,SetWeight=0.4,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,=0.7,ItemClassStrings=("PrimalEarthDye_Olive_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,=0.7,ItemClassStrings=("PrimalEarthDye_Cantaloupe_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,=0.7,ItemClassStrings=("PrimalEarthDye_Brick_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0))))) Link to comment Share on other sites More sharing options...
Gumballz Posted June 13, 2016 Share Posted June 13, 2016 3 minutes ago, Sparrow8332 said: ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=3,MaxNumItems=3,NumItemsPower=1.0,SetWeight=0.4,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,=0.7,ItemClassStrings=("PrimalEarthDye_Olive_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,=0.7,ItemClassStrings=("PrimalEarthDye_Cantaloupe_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,=0.7,ItemClassStrings=("PrimalEarthDye_Brick_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0))))) after entryweight=1.0 on all 3 entries you have ,=0.7 EntryWeight=1.0,=0.7,ItemClassStrings= Link to comment Share on other sites More sharing options...
Sparrow8332 Posted June 13, 2016 Share Posted June 13, 2016 4 minutes ago, Gumballz said: after entryweight=1.0 on all 3 entries you have ,=0.7 EntryWeight=1.0,=0.7,ItemClassStrings= Still the same - new code changed ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=3,MaxNumItems=3,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,=1.0,ItemClassStrings=("PrimalEarthDye_Olive_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,=1.0,ItemClassStrings=("PrimalEarthDye_Cantaloupe_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,=1.0,ItemClassStrings=("PrimalEarthDye_Brick_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0))))) Link to comment Share on other sites More sharing options...
Gumballz Posted June 13, 2016 Share Posted June 13, 2016 3 minutes ago, Sparrow8332 said: Still the same - new code changed ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=3,MaxNumItems=3,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,=1.0,ItemClassStrings=("PrimalEarthDye_Olive_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,=1.0,ItemClassStrings=("PrimalEarthDye_Cantaloupe_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,=1.0,ItemClassStrings=("PrimalEarthDye_Brick_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0))))) now it reads... EntryWeight=1.0,=1.0,ItemClassStrings= remove the second =1.0, EntryWeight=1.0,ItemClassStrings= Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.