Comments (16)
The tower/drop is generated at the time of taking the quest.
Alternative 2: Before taking the quest, change the drop chance to 1.0. Then take the quest and change it back.
Alternative 3: Spawn through the debug menu:
- https://cdda-guide.nornagon.net/item/template_photonics
- https://cdda-guide.nornagon.net/item/template_armor
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how can you change the size of the drop in a ready-made world? This is written down during creation... do I need to edit some text file? Which ?
ohh... this "worldoptions.json" into save catalog...
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completed this quest with drop 1.1 several more times (fatal, segmentation fail, etc...); in the room with the nanofabricator there is a quest item in the box; its name is in the screenshots
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In the end, I still don’t understand, what is the solution for those who play low drop? switch to 1.00 when completing a quest?
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Most quests do not work well with very low drop settings since they are written assuming 1.00
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I played at first with a chance of 1.0, but it’s not interesting, each mod looks like a Christmas tree when killed, there’s no point in remembering the terrain for mining and you don’t need to remember where you can find this or that building material (because there are very few of them), right away the source code of the game becomes interesting to search for this or that ingredient in mods (https://cdda-guide.nornagon.net/ works only for the version without mods)
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how can you change the size of the drop in a ready-made world? This is written down during creation... do I need to edit some text file? Which ?
- Load the save
Esc
-2
(options)current world
-game world options
-Item Spawn Scaling Factor
- Set the correct value
Only places visited by a character exist in the game. If a character has not been somewhere, that place does not exist. It is loaded when the character goes there. And it is at the moment of loading that its contents are determined: items, events, monsters. After that, it is stored in memory (?) until the game is saved. When saving, it is written to the save file.
So you can change this parameter as you go along. And get "poor" and "rich" locations.
I'm not sure exactly. The given radius is 60 tiles from the character.
As applied to this quest. When you take the quest, the game creates a wooden box in the basement of the tower and focuses on the current coefficient value. If it is 0, only the box will appear. And if it is 1, then the box and its contents. And if it is set to 10, the contents will increase 10 times.
After taking the quest, you can set the coefficient to 0.1. And then going to the tower you will continue to play in a poor world.
In the end, I still don’t understand, what is the solution for those who play low drop? switch to 1.00 when completing a quest?
You can modify the files locally as the link says: #71528 (comment)
Or change the coefficient. Or reach the location, find the box. And create the necessary items, through the debug menu.
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completed this quest with drop 1.1 several more times (fatal, segmentation fail, etc...); in the room with the nanofabricator there is a quest item in the box; its name is in the screenshots
This is what it should be at a value of 1.0.
And this is at a value of 3.3. Game version cdda-windows-tiles-x64-2024-06-16-1205
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yes, I understood about the loot coefficient, so I don’t take this quest while saving, I already wrote about loot above, I’ll wait until they make a drop then...
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The mission chunk places the item with:
"items": { "T": { "item": "nano_templates", "chance": 100 } },
.
What happens if the optional "chance" parameter is removed? Does the value default to 100 or does it mean mandatory spawn? It would seem to be the latter, but MAPGEN.md doesn't really say.
If that's the case, just removing the chance parameter ought to guarantee the spawn (and, if so, all mission generated loot spawns ought to be updated).
If it defaults to 100, what would a value of 10000000 do? If the code multiplies the chance AFTER doing a 1 in X calculation it won't do anything, but if the code multiplies X with the chance to do the 1 in X calculation it would virtually guarantee the spawn. Again, MAPGEN.md doesn't provide any insight.
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Why do you need "mapgen" at all if it doesn't say anything?!
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If @watcherPlayer refers to MAPGEN.md, the documentation contains a fair bit of useful info, but it falls short in this particular regard. Of course, you're free to update it to cover this as well, if you're able to.
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I'm sorry if I offended you, but this is a sore topic in a large staff of programmers, some comply and fill out, others do nothing, and here is the same problem...
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There is no staff of programmers. This is an unpaid volunteer project.
If you've ever written documentation you'd know it's not easy to balance between repeating the same basic stuff over and over on the one hand, and skipping "obvious" info that might not be obvious to the beginners on the other. In this document the same info is repeated over and over because it's repeated in sections using the same basic building blocks, so you can get to the section you're interested in to get the info, but on the other hand you can't put all the details everywhere. The document can probably be improved by someone both capable of writing good documentation and also knowledgeable about the stuff in it.
I'm not offended, but I'm annoyed by the rapid inference of "something isn't documented properly" to "the documentation is completely useless".
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ok
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This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.
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