Two things
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Can anyone explain the loot drop settings for dynamic asteroids? I look at the different settings in the different zones and there doesn’t seem to be any correlation as to how often they drop.
I understand that these are the sections I’m needing to edit:
[LootableZone]
asteroid_loot_container = lootcrate_ast_loot_metal
asteroid_loot_commodity = commodity_scrap_metal
dynamic_loot_container = lootcrate_ast_loot_metal
dynamic_loot_commodity = commodity_scrap_metal
asteroid_loot_count = 0, 0 <====
dynamic_loot_count = 1, 1 <=====\These are the key values.
asteroid_loot_difficulty = 30 <====/
dynamic_loot_difficulty = 2 <====/I just don’t know how to set the percentages. How do you increase the probability of the item dropping loot when destroyed and how do you set the dynamic_loot_count to permit more items per drop?
I’m trying to set mineable zones in certain areas to be more lucrative in order to attract more players to mining.
The other thing I need: Does anyone remember how to make NPCs automatically tractor in loot out in space to reduce excessive loot clutter?
Thanks,
R -
loooooooooooooong time (4+ years?), but dynamic loot count is between those two values. Try 1, 10 and you should get drops of 1, 2,3,4,5… 10 etc, randomly selected for size.
The dynamic loot difficulty was basically drop chance - so 1 = 100% hit rate, 2 = 50% hit rate (I think, never actually checked what the chances were for values).So strictly speaking having a loot difficulty of perhaps 6, with the loot count of 1, 8 - should yield “random mining chance” type things - whereby it’ll take you hitting a few dynamics before getting anything between 1 item to 8… but I honestly never spent that long looking at the asteroids myself.
I never fiddled with the asteroid loot difficulty, a guess would be that it’s related to shooting asteroids themselves and not the dynamic rocks flying about? Meh - fiddle, twiddle and play - see what happens. Perhaps they need to be destroyable for that to occur, no idea? never understood why to make asteroid fields flyable through people changed them to dynamics, change lots of them to be destroyable perhaps - then big ships can fire their way though - which is slow, whilst smaller can fly normally without issue. Never actually bothered even trying that to see if it were possible or crap either
Regeneration of the destroyed asteroids may prove troublesome if it were, but i never knew anything about regeneration chances tbh
Meh.
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The other thing I need: Does anyone remember how to make NPCs automatically tractor in loot out in space to reduce excessive loot clutter?
Strail found this ages ago but it works a treat. Goto DATA\MISSIONS\pilots_population.ini and add or change this line
loot_preference = LT_ALL <–--------------- Must be in CAPS
This will guarantee everything gets hoovered up
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The dynamic loot difficulty was basically drop chance - so 1 = 100% hit rate, 2 = 50% hit rate (I think, never actually checked what the chances were for values).
You can get the % easily by calculating the chances this way:
1 = 1 in 1 = 100%
2 = 1 in 2 = 50%
3 = 1 in 3 = 33,3 %
4 = 1 in 4 = 25%etc…
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So, in the example above, what are we looking at? a 2 in 30 chance of getting a drop?
and regarding the NPC tractoring thing, I’m guessing I’m gonna have to go into all the loadouts and make sure every NPC has a tractor…
R
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Yeah, just finished doing that. Thanks
In the following example, am I understanding this correctly?
[LootableZone]
asteroid_loot_container = lootcrate_ast_loot_metal
asteroid_loot_commodity = commodity_scrap_metal
dynamic_loot_container = lootcrate_ast_loot_metal
dynamic_loot_commodity = commodity_scrap_metal
asteroid_loot_count = 0, 0 <====
dynamic_loot_count = 1, 1 <=====\ changing this from 1,1 to 1,10 would cause the asteroid to randomly drop between 1 and 10 items of loot.
asteroid_loot_difficulty = 30 <====/
dynamic_loot_difficulty = 2 <====/ changing this from 2 to 15 would change the drop from a 2:30 chance (6%) to a 15:30 chance (50%) of getting loot.Am I in the ballpark? I ask because the Sybex book (blushes), states that the loot drop percentage for Alien Organisms in the Edge Nebula of the Omicron Beta system is 50%.
The code for that area is:
asteroid_loot_count = 0, 0
dynamic_loot_count = 1, 1
asteroid_loot_difficulty = 20
dynamic_loot_difficulty = 2As you can see, with my line of thinking, the loot drop “should” be about 10%. (2/20)
w0dk4 indicates however that changing the dynamic loot difficulty (values 1 - 4), would make that 50% which correlates the book value with the code.
But…
The cobalt mining zone in Dresden is as follows:
asteroid_loot_count = 1, 1
dynamic_loot_count = 1, 1
asteroid_loot_difficulty = 70
dynamic_loot_difficulty = 2According to w0dk4, this “should” make it a 50% drop rate (dynamic loot difficulty = 2), but the book defines the probability at 25%. With my line of reasoning that should be a 3% drop rate (2/70). So, either the book is wrong (likely), I’m wrong (very likely, I’m just a modding noob), or w0dk4’s wrong (not likely?)
Now, I trust w0dk4’s input much more than the book which has been known to be wrong on more than one occasion…
I’m just trying to understand how it works. -
That makes more sense w0dk4.
Thanks for the help.Are these changes client side, server side, or both?
R
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I mentioned the asteroid loot difficulty because I’m not sure if that can be made to work. Dynamics are the small floating randomly moving asteroids… that you shoot.
Asteroids themselves are big, static and don’t do nowt.I always thought the inclusion in files indicated that originally they were supposed to be destructible? If they were, it’d also add dynamics to the game-play - as other mods have made it so all asteroid fields are dynamic asteroids only… and then swapped models around to increase the flying asteroid size.
I was merely questioning whether it’d be possible to make them destructible and loot-able so vanilla asteroid fields were navigable by destroying them (and looting at the same time) as long as they re-spawned at a later date. Logically it should be do-able.