1. Ok, I may up them just a bit. Thanks for the heads up.
     
  2. Sorry to interrupt, but this topic interests me and I was also interested by this file drop. I analyzed it from beginning to end and found nothing related to drops of Blueprints. This file actually does not drop Blueprints?
     
  3. You always could modify it a bit to your liking ;)
     
  4. That's correct - I found it easier to manage the drop rates of items without having to worry about BPs as well. Most things aren't craftable in our server anyway (3/4 of our players are using Revolver or Pipe Shotgun, in leather and maybe one Kevlar piece), so the only BPs that'd be useful are Leather Parts, Large Wood Storage, Medkits, and a few other things.

    Kevlar and Metal Building Parts *were* craftable but that was a mistake, and so we're wiping items tomorrow (destroying all containers on the server, but leaving buildings intact, and giving people a chance to 'bank' their resources before the wipe) in order to rebalance with a longer-term view :)
     
  5. I've had about the same settings straight from the start, but one of the downsides are the vanilla resource supplies and/or costs and the fact you don't really have much to craft anymore with Low Quality Metal (most of the hand-crafted weaponry simply uses Fragments).
     
  6. You can of course take advantage of one of the 'economy' plugins, in order to establish an exchange rate for guns which uses, say, 5x as much LQM ;)

    I may actually look into modifying the CraftingController plugin to catch the attempted crafting event and give the player the option of 'paying' the higher resource price in order to craft. All the right code is there already, across 2-3 mods... ;)

    This sort of system (cash in other resources etc) may also help as a resource sink for things like gunpowder, charcoal, and whatnot which appear to pile up a bit without the need to use them for crafting.
     
  7. I wouldn't mind actually mind experimenting with that either. Open up a conversation if you want some help with that idea, I'm always up for a challenge.

    Personally though I want a more hardcore experience and shops wouldn't be such a bad idea, but the current "buy/sell everywhere through a chat menu" isn't realistic enough for my taste. ;)
     
  8. My buddy and I made this loot table, most of the credit goes to my buddy, Tierbrand.

    Tell me what you guys think, and feel free to use it yourself :)
     

    Attached Files:

  9. does thhis still work with the new update
     
  10. working perfectly for me ;)
     
  11. so if i want c4 not to drop i would put 0 in max and min and weight ??
     
  12. Yes, or just delete it from the config completely or from that table you are pulling it from.

    But if you want it to Drop from Airdrops only, then you would look in the SupplyDrops. That's what I have going on.
     
  13. I am also seeing dupes in my Supply Drops when having nodupes set to true. Anyone know how to fix it?
     
  14. I've also had issues with more than one Kevlar piece dropping in an airdrop crate (sometimes even the same one, like two pairs of boots), even when the MasterSpawnList is set to min/max 1, SupplyDropN (whichever number it was) is set to nodupes true and ooe false, the KevlarList reference is set to 1/1, and KevlarList itself is set to 1/1, nodupes true, ooe false.

    I haven't seen it come up lately (did about a dozen crates yesterday to test after the updates, all good), but certainly in testing (20 airdrops) a couple of versions ago, this was happening.[DOUBLEPOST=1390696241][/DOUBLEPOST]
    Will do :)

    Hmm.. Good point. I guess what I was getting at, though, is that considering you can already craft most things anywhere (given a workbench), implementing an 'exchange 5x the normal amount of resources for a gun craft' option (and blocking the game's standard-price crafting for that item) is a kludgey but do-able way of increasing crafting costs.

    Now, with the way that players (and admins) can place unlocked doors, and the availability of working timers and such, AND radius effects... I'm sure it won't be long till someone implements a proper Shops mod, with a safe zone which would work properly (might need an 'airlock' design to somewhat counter abuse/camping).. So that trading 'money' or 'credits' for useful or rare items would be possible, restricted to certain coordinates.. Could even have randomised stock and such - oh the possibilities :D
     
    Last edited by a moderator: Jan 26, 2014
  15. my items in (1 - 2 -3 weight) its not very rare so anyone can explain me ? whjat could i do to make it rare???
     
  16. Great MOD.
    This is my complete loot_table, all itens.

    Testing now in net.connect 23.81.64.2:28045
     

    Attached Files:

  17. Its in total of 90 weight make it in total 100
     
  18. Wulf

    Wulf Community Admin

  19. Great plugin!
    The only problem is that I can't get the SupplyDropSpawnListMaster to work like I want. No matter how much I set the min and max values it always drop a random number of crates between 1 and 3.
    Also the SupplyDropA, B, C... doesn't seem to respect the nodupe: true, it keeps getting me two of the same package.
     
  20. Hello all,
    DVSCeph was nice enough to create a loot table creator.
    Still in its earlier stages but moving along nicely. It will have UI to allow users to just set %'s for each item in each lootspawnlist and will work over a weight of 400 to allow a minimum drop rate of 0.25%.
    Once we are happy with the final product i will post it up on Oxide for sure.

    Doing the weights over 100 will give you a 100% figure but a 1% drop rate on C4/explosive ect is WAY TOO high.

    Currently built my own custom loot table for my DVS servers. They seem to be working well.
    (Below is an example)

    EG.
    Code:
      "ZombieLootList":{
      "min":1,
      "max":1,
      "packages":{
      "0":{ "object":"AmmoSpawnList", "min":1, "max":1, "weight":50 },
      "1":{ "object":"ConsumableSpawnList", "min":1, "max":1, "weight":61 },
      "2":{ "object":"JunkSpawnList", "min":1, "max":1, "weight":65 },
      "3":{ "object":"BlueprintSpawnList", "min":1, "max":1, "weight":14 },
      "4":{ "object":"ToolSpawnList", "min":1, "max":1, "weight":15 },
      "5":{ "object":"ResearchKitSpawnList", "min":1, "max":1, "weight":5 },
      "6":{ "object":"KevlarArmorBPList", "min":1, "max":1, "weight":1 },
      "7":{ "object":"Charcoal", "min":10, "max":20, "weight":23 },
      "8":{ "object":"LeatherArmorLootList", "min":1, "max":1, "weight":20 },
      "9":{ "object":"Explosives", "min":1, "max":2, "weight":1 },
      "10":{ "object":"Hatchet", "min":1, "max":1, "weight": 31 },
           "11":{ "object":"Pick Axe", "min":1, "max":1, "weight":30 },
      "12":{ "object":"F1 Grenade", "min":1, "max":1, "weight":10 },
           "13":{ "object":"HandCannon", "min":1, "max":1, "weight":7 },
           "14":{ "object":"Leather", "min":6, "max":18, "weight":20 },
           "15":{ "object":"Cloth", "min":6, "max":18, "weight":20 },
           "16":{ "object":"WeaponBlueprintSpawnList", "min":15, "max":20, "weight":2 },
           "17":{ "object":"WeaponModSpawnList", "min":1, "max":1, "weight":25 }      
      },
      "oneofeach":false,
      "nodupes":false