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beacon's Issues

Allow Presets To Be Updated Automatically

Using the same classes.php file (I knew I should have renamed that) include updated presets. App will need to start keeping the built-in presets in App Support. Included presets would get copied in.

Or maybe they get stored in the database...

Quality is not accurate when ingame

When the loot tables are put ingame the quality that spawns is often higher (by a lot) than what is on the program.

Example, I have torches in white drops to spawn apprentice to journeyman. Opened a drop and got a ascendant torch with 234 damage

I am playing on the center, would this effect it?

Suggestion: Clone a preset

Hi,

I think it would be nice if we could select an existing Preset and clone it as a starting point for a new preset.

error while starting editor

Hi,
I installed your programm to use it for my ark server but when i want to launch it i get following error:

an exception of class xojo.IO.IOException was not handled.

Any ideas how i can fix it?

Thanks for your help!

Too many items

since latest update were getting massive amounts op items from update settings from all sets combined and no longer per items per set

i got every set from min1 - max2 or min1 - max3 still getting drops with +20 items from all sets combined

Add Short Term Engram Caching

Beacon is wasting a lot of time looking up engrams when loading presets at startup and when opening files. Most of these lookups are redundant, so the engram objects should be stored in memory to avoid going back to the database. Sure, a lookup only takes 0.08 seconds, but that adds up when it happens 3000+ times.

Suggestions

Just some features I would love to use:

  1. the ability to do for blueprint chance the same you do for quantity and quality (setting a multiplier for double drops and cave drops and also with checkboxes for locking items you don't want changed). It would be nice to automate a higher chance for blueprints in caves.

  2. In the Preset Library, be able to right click a preset and have it update in all Loot Sources of a given Document (or all open Documents)

  3. When you right click on a Set, you can "Update xxx Preset" or "Reconfigure from xxx Preset". It would be nice to also be able to "Save as a new Preset" (which would unlink it from the existing preset and create a new one).

[Feature Request] Save Item sets as Presets

Hi I found this program on Reddit had a play with it now using it for my server Thanks for the work you put into it

So to my Question is there away we could add import and export our own presets for the item sets ?

Thanks JamieKG

some drops don't work

Hi,

i've tried your soft and really like it ! Thanks for that !

i've some problem to make it works, i've made this :

ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_Level35_C",MinItemSets=1,MaxItemSets=3,NumItemSetsPower=1.000000,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=1,MaxNumItems=5,NumItemsPower=1.000000,SetWeight=0.500000,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_FurPants_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_FurPants_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_FurShirt_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_FurShirt_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_FurHelmet_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_FurHelmet_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_FurBoots_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_FurBoots_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_FurGloves_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_FurGloves_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0))),(MinNumItems=1,MaxNumItems=2,NumItemsPower=1.000000,SetWeight=0.500000,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_DoedSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_DoedSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_CarnoSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_CarnoSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_Gallimimus_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_Gallimimus_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_AnkyloSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_AnkyloSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_ArgentavisSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_ArgentavisSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_TapejaraSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_TapejaraSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_TrikeSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_TrikeSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_MammothSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_MammothSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_RhinoSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_RhinoSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_SarcoSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_SarcoSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_StegoSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_StegoSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_ParaSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_ParaSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_DireBearSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_DireBearSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_TurtleSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_TurtleSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_MegalodonSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_MegalodonSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_PelaSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_PelaSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_KaprosuchusSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_KaprosuchusSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_ChalicoSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_ChalicoSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_MegalosaurusSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_MegalosaurusSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_PachyrhinoSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_PachyrhinoSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_TherizinosaurusSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_TherizinosaurusSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_BaryonyxSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_BaryonyxSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0),(EntryWeight=0.900000,ItemClassStrings=("PrimalItemArmor_ThylacoSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=0.100000,ItemClassStrings=("PrimalItemArmor_ThylacoSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=2.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0)))))

When i spawn it, it auto dissapear, is there a problem with the synthax ?

Thanks

Suggestion: Hide builtin presets as an option?

Hi, I am currently make my own set of presets and I really love the ability to do so, but I would like to be able to hide the built in presets, leave them in the preset window, but when adding items sets t oa beacon the ability to hide them would be great.

Move Item Sets & Items Up and Down on the Lists

From my understanding, the way the beacons determine loot is based on the order of the item sets/items and their weight. A well explained example is located here under Example Loot Crate 2.

Essentially, the order of the item sets and items matter so having the option to move items up and down the list would be a nice feature.

Another thing is that the items within the item sets, need to be properly weighted when exporting the config. The way it is currently set up, is each item adds up to a "100% chance" of drops, but that's not how the system works from my understanding.

Just a few QoL suggestions, as this already helps so much by not having to stare at lines and lines of code. Keep up the great work. ๐Ÿ‘

Window frozen bug

Hey! Let me start by congratulating you on this amazing piece of work, I love it.

In one of my computers I'm having a issue with the preset library. It is 100% reproducible:

  1. open beacon
  2. open preset library
  3. New
  4. On the "Create Preset" Window click on "Add"

The "Set Entry" window opens up but nothing on it is clickable (when you try to click on any field you get the Windows 7 "Default Beep" sound, like when you are supposed to be clicking on another window). Buttons are frozen too, so you cannot cancel nor continue. The "Create Preset" and "Preset Library" are also frozen in the same way (although I guess they are supposed to while "Set Entry" is open). The only way out of this is by using Task Manager to kill Beacon.

There are no visual glitches or other signs of crashing, it is really like there is some additional dialog which is not showing and Beacon is waiting for it.

This is on Windows 7 SP1, let me know if you need extra info on my system.

Remove Loot Source UI Fields

These fields (min, max, no dupes) have a prominent place in the UI and really don't need it. Perhaps put them into a dialog?

Duplicating to Other Beacons Increases Quality

I just finished my "master" beacon loot table for white-red beacon drops. I then went to duplicate them to the bonus beacons, cave beacons, etc. and noticed that all the item qualities went up a notch or two automatically.

I know you probably coded this to do it intentionally. Maybe make it an option down the line when duplicating, because now I'm spending time readjusting all of the item qualities. <3

Adding mod items

Hey there, I've been trying to add items from a mod we use to the beacons, and I'm finding it a little unclear on exactly how to do that.

First, while I did figure it out, typing the entire class string in the filter and then clicking the checkbox works fine, but that's a pretty non-standard UI and might be worth mentioning in your Getting Started guide.

Then, I'm not entirely sure what to put, although it does seem like it should only be the final part of the string, take for instance one of the very popular mods out there. To spawn in the item, we need this full string:

"Blueprint'/Game/Mods/StructuresPlusMod/Structures/Walls/Thatch/PrimalItemStructure_Wall_Thatch.PrimalItemStructure_Wall_Thatch'"

I've been trying various combinations of the above, from what I think is most likely to least likely, but I'm not entirely sure what I should be putting, and the cycle for trying something and testing it on a remote server is long.

Any help on exactly what I should be putting, or quicker cycles to test?

Thanks!

Preset Editing Overhaul

Preset editing is pretty clumsy right now. The big issue is item management. Adding items to a preset means adding a preset to a loot source, but the very nature of presets means the items added won't be the same as what was saved.

Presets also need added granularity for multipliers. The current quantity multipliers work for the items in each set entry. Which is a fine feature, but we need entry count multipliers too.

[Suggestion] Mods

I'd like to be able to see mod items in this, any chance you can find a way to compile a list of items from mods that you have installed on the same machine as the tool?

If your JSON file, the one the program currently uses, was in human readable format, I might have tried to find a way to add a parsing tool that could help me gather up all the necessary data from mods to make my own tool to update the list of engrams and whatnot, however it was one solid line which hurt my eyes trying to read. :P

The mods I am most interested in having added, is Structures Plus, and others of Orionsun's design like Platforms Plus and Snappy Saddles.

[Unintended Issue?] Values below 0.01 are reset to 0.01

"EntryWeight":0.001,"Items":[{"Class":"PrimalItemResource_GloryCoin_C","Weight":1.0}],
became
"EntryWeight":0.010000000000000000208,"Items":[{"Class":"PrimalItemResource_GloryCoin_C","Weight":1.0}],

after I re-saved the file. I had manually edited the .beacon file to get my value that low in the first place.

Also there are strangeish issues where the slider shows a different value. Like if I slide over to "69%", I expect 0.69, right? But instead I get "0.68999999999999994671". Every time. I suppose it comes out to be the same thing anyway, but just another strange thing I noticed. :P

Rendering problems on win 7 sp1

I'm getting a graphical but on both my Win 7 machines (SP1) looks like this:

image

(note the missing checkboxes by each entry in the content list)

This happens with all presets 100% of the time. The checkboxes are still "clickable" but it takes some guessing to know if they are checked or not. My Win8 box shows everything just fine.

Let me know if you need extra info on my system.

MinQuality MaxQuality issues

Hi!

I use Beacon v1.0.0b4 (Build 11), and tried to edit a few saddle overrides. In game, I've put every saddle in a 1x beacon from Primitive to Ascendant, and in 2x beacons from Ramshackle to Ascendant.

However, when exporting to text, I get some values with MinQuality = 0 and MaxQuality = 7 and some with MinQuality = 0.625 and MaxQuality = 2.80. Example:

From 1x beacon:
("PrimalItemArmor_MantisSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=7.000000

From 2x beacon:
("PrimalItemArmor_MantisSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.625000,MaxQuality=2.800000

I'm not using custom presets, I just duplicated the source from the 1x Red beacon to 2x Red beacon. The example is with saddles but happens with every kind of item, and not only between their 1x and 2x versions but also with "single" entries like in Deep Sea:
("PrimalItemArmor_DunkleosteusSaddle_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=1.750000

I've "normalized" those using Regex, but wanted to know if there's a particular reason for this or if it's a known bug. Thanks in advance!

Not All Game Items in Preset List

As dumb as it may sound I couldn't seem to find the item (Rockwell Recipes: Meat Jerky)
aka (PrimalItem_RecipeNote_Jerky_C) on the list of items to be put in drops and was wondering if in fact absolutely every single possible in-game item is in the list and if it is then awesome maybe I'm just blind lol and if it isn't can you add them and if you need any help I have a list of all the in-game and their blueprint spawn codes, classnames, stack sizes and such all nice and neat in a google doc. Thanks in advance your doing amazing work!

Custom Items

I know in the description it says it can support custom items by putting in the class string.. but for the life of my I can't figure out how? Where would I do that?

I want to add in all S+ items instead of the normal structure items.

Couple of questions

Quick ones:

  1. Where are the presets saved? (I'm using Beacon across many computers and it would be nice to synchronize preset library across the board)

  2. If I want to add new engrams (say, from a Mod). How would I go about doing it?

Selecting Island and Scorched for items

Hi,

When I select to add scorched earth items to an items set and tick the box for them that seems ok, but when I go back to edit the set the SE items have been unticked again.

Problem updating engrams

When attempting to update the engrams it gives an error and when I looked on here the site I seen I could download them but couldn't figure out how to install them, any advice? Also when I hit check for updates it says something seems to be wrong please report this problem to be fixed.. so here I am lol =) Thanks for all your hard work

Adding Weapon and Ammo

I have a suggestion that would be pretty worthwhile I feel. Using Weapons as an example for this when making a preset like you have for firearms it doesn't look like your presets guarantee a weapon to be with the correct ammo. I think that when you make a preset and have multiple items in one entry you should allow Multi Item Entry Min and Max Quantity to be entered and separated with a comma so that way you could make an Assault Rifle, Attachment and Advanced Rifle bullets spawn with each other and make sure there is more than one bullet when it happens.

Example For 1 Assault Rifle 1 Holo Scope and Ammo ranging from 40-100 Bullets
Min Quantity 1,1,40
Max Quantity 1,1,100

I thought of this while making presets and seen yours and was going to use them but ran into that problem and figured I'd send the idea your way and see your thoughts. I am not sure what you would do for Multi Entry Items Quality or Blueprint Percentage but if there is a way for you to add those for multiple entries that would be awesome. Thanks again for sure for all your hard work Beacon is amazing and I prefer it over other mods already for sure!

Use selected preset settings when duplicating a beacon

I am a big fan of the preset settings for adjusting the quality/quantity for the different beacon types. However, if you duplicate an entire beacon (for example to make the bonus beacon) it doesn't apply those settings. It makes an exact copy of the beacon. I think it would be helpful to have those settings applied for all presets if you're copying them into a higher-tier beacon (standard to bonus, standard to cave, etc.).

Can't import huge config

I tried to import this config file and it loaded only one record. Then I tried to import only first line from the file and nothing was loaded.

Can you check what is wrong?

Thank you

Show BP% on main screen

It would make it easier to see how you have blueprints configured if you could see the percent chance on the same screen as everything else. Maybe just a column after the % chance?

[Suggestion] Interface Adjustments

  1. Add input box for chances. The slider adjusts by one full point, while the input lets you specify an exact percentage as it shows the true decimal value of what the slider slides to. Input box takes precedence over the slider. I have an issue right now, where "coins" I tried to set to 0.001 manually, but the file reset it to 0.01. Also I needed to set a certain item to 2.5% (0.025), but couldn't. Had to save the .beacon file, then edit the values inside it. (See Also # 5) ((Didn't mean to somehow attach this to ticket number 5 -.-))
    image

  2. Slider Adjustments, allow the over arrows to move the slider by one, instead of five. Its much harder to hit the exact number when done by mouse. You mightalso consider changing it from going by 25, when you click somewhere inside the slider bar, to 5, or 10. Also, if at 1, and you click somewhere in the slider bar, it should jump to 5/10, not 6/11. If you did that adjustment that is.

  3. New Column, before "select %", show "Actual %" to show the actual percentage number put in. For verification purposes.

  4. Instead of <1%, show decimal percentages. 0.05%, 0.01%, <0.01%. Maybe even up to a max of 3 decimals. "0.001%".

  5. Min/Max Quality, show a greyed out input box to show the decimal value these create, could help someone understand the quality system a little better in case they ever want to make an adjustment. I was unsure if selecting "Primitive" to "Primitive" would allow it to go from 0, to 0.9999999 or wherever the very end of Primitive is, or if it would just default everything to 0, absolute primitive.

  6. Display total sets/items at the end of a beacon/set.
    image

Exported item sets are doubled for blueprint % between 0 and 100

If I have an item (equally weighted with others in the same set) that has a 20% chance of spawning as a blueprint, a Bola for instance, I would expect the following output string:

(EntryWeight=1.000000,ItemClassStrings=("PrimalItem_WeaponBola_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=3,MinQuality=0.000000,MaxQuality=0.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.2)

But what I get instead are actually two strings:

(EntryWeight=0.800000,ItemClassStrings=("PrimalItem_WeaponBola_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=3,MinQuality=0.000000,MaxQuality=0.000000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)
(EntryWeight=0.200000,ItemClassStrings=("PrimalItem_WeaponBola_C"),ItemsWeights=(1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=0.000000,bForceBlueprint=true,ChanceToBeBlueprintOverride=1.0)

Is there a reason for this? Mathematically that works out to do approximately what I want, but it does mean that I can now get a duplicate of both the item and the associated blueprint. Normally that's not a big deal, but for full armor set drops with potential blueprint replacements, I easily end up with two hats and two pants instead.

[Suggestion] Bulk Import (not ini, but class names)

Instead of copying and pasting the 63 lines I need to import, I'll just give you the first three;

PrimalItemStructure_Foundation_Wood_C
PrimalItemStructure_TriFoundation_Wood_C
PrimalItemStructure_Wall_Wood_C

It would be nice if instead of inputting one line at a time, I could paste a list of class names in and it auto check the whole list for me of anything with that exact class name. It is the user's responsibility to ensure that all of the class names he put in, are correct, because any typos are on him to fix.

Basically, when you hit + to add a new item to a set, have a button you can click that shows a multi-line input box, and then you can paste one entry per line so you can copy lines from something such as a spreadsheet right in and hit "check all" or whatever on it to select all of those items and move to the next page as if you had checked a few items and hit next normally.

Editing Scorched Earth desert crates is possible, but unintuitive

Commit c2030b6 starts to solve this issue.

Wildcard decided that the SupplyCrate_OceanInstant_C class is used for both deep sea loot crates on the island and desert crates on scorched earth. Beacon shows this as an island-only "Island Deep Sea" source, and has no means to share this source with the "Scorched" view. In fact, sharing sources between multiple environments is non-trival. But this also limits customization. Sharing this sound between the two would mean there is no way to limit loot per environment.

So the solution will be to use a Beacon-specific class for desert crates. On export, the SupplyCrate_OceanInstant_C class will be used, but internally, it'll always be custom. This will allow users to treat the desert crates as unique and like any other source.

The only issue with this is exporting. Exporting previously would dump every source into an ini file. Going forward, exporting will only work with one environment at a time. If a file has both island and scorched sources defined, the user will be asked which one to export when the export menu item is chosen.

Copying a sources will produce a wrinkle. If the user copies both an island deep sea and scored desert crate, both will have the same class string. There is little that can be done about this.

Scorched Earth MinQualityPrimitiv Issue

You script say Primitiv Quality is 0 but Primitiv is 1

YOURS script: MinQuality=0.000000,MaxQuality=0.000000,

in Original: MinQuality=1.0,MaxQuality=1.0

Pls fix it and great work Dude

Kibble showing up always.

I had kibble dropping but it was too high. I've changed it and im still getting HIGH amounts of kibble dropping in white drops. All kinds of kibble as well. So i've made another beacon file deleted all the kibble in the drops completely and exported it and it is still showing kibble coming in the white drops in the .ini file.
Nokibble.zip

Maybe im doing something wrong but i cant see what if i am.

Unhandled NilObjectException (consistent but cannot reproduce from scratch)

Love the application, been messing with crates for a while now, but today I had an exception (see image or http://i.imgur.com/ENxb1R6.png). It happens as I try to add the custom item set 'Low Consumables' as a custom preset.

I tried to reproduce the same beacon set in a new file, but here the preset creation works flawlessly.
Only have the one beacon install, but I've been working on the 'Low impact 1.beacon' file on different computers (same beacon version, same OS). The file does not seem to be corrupted and I can work well with it, reopen after the application shuts down, etc. The error triggers every time I try to create this particular preset.

I will add the files for good measure.
beacon_bug_1.zip

Work-around: create preset in a different file.

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