Comments (12)
There really isn't a way. I'm sorry. I don't have any ideas for you.
from beacon.
Ok, when editing by hand you can set an item to be 100% and then when that set is picked that item will always be selected. I am not sure if it is intended behavior but it does work.
Alos, when making a custom loot source in the first window what do the min and max multipliers do?
And when editing the items in a preset what are Lock Qty and Lock Quality setting for?
cheers,
from beacon.
First Item: Can you show me the code that would do that?
Second Item: Each loot source has an inherent multiplier range. So a 1-2 quality definition in one loot source is not the same as a 1-2 quality definition in another loot source. By knowing these values built into the loot source, Beacon can calculate the correct quality value to use based on your choices.
Third Item: Presets adjust their contents based on the loot source they are placed into. For example, put the raw materials preset into both a white beacon and a white bonus beacon, and you'll notice that the bonus beacon has twice the quantities. But this isn't always appropriate, so locking the quality and/or quantity means the preset will stick exactly to the definition without altering.
from beacon.
Hi
This entry will always give the wood structures, and has a chance of also giving a sleeping bag and a oil lamp. Well, I am 98% sure any way :-)
(MinNumItems=5,MaxNumItems=7,NumItemsPower=1.0,SetWeight=0.05,bItemsRandomWithoutReplacement=true,
ItemEntries=(
(EntryWeight=0.25,ItemClassStrings=("PrimalItemStructure_SleepingBag_Hide_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=1,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),
(EntryWeight=1,ItemClassStrings=("PrimalItemStructure_WoodCeiling_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=1,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),
(EntryWeight=1,ItemClassStrings=("PrimalItemStructure_WoodDoor_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=1,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),
(EntryWeight=1,ItemClassStrings=("PrimalItemStructure_WoodFloor_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=1,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),
(EntryWeight=1,ItemClassStrings=("PrimalItemStructure_WoodWall_C"),ItemsWeights=(1.0),MinQuantity=3,MaxQuantity=3,MinQuality=1,MaxQuality=1,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),
(EntryWeight=1,ItemClassStrings=("PrimalItemStructure_WoodWallWithDoor_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=1,bForceBlueprint=false,ChanceToBeBlueprintOverride=0),
(EntryWeight=0.25,ItemClassStrings=("PrimalItemStructure_StandingOilLantern_Child_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=1,bForceBlueprint=false,ChanceToBeBlueprintOverride=0))),
from beacon.
Second Item: Each loot source has an inherent multiplier range. So a 1-2 quality definition in one loot source is not the same as a 1-2 quality definition in another loot source. By knowing these values built into the loot source, Beacon can calculate the correct quality value to use based on your choices.
So do the numbers correspond the the quality like ramshackle, journeyman etc,
from beacon.
Well... yeah. It is set to at least 5 items, at most 7, out of a total 7. So mathematically, you are guaranteed at least: 3-5 wood structures, a sleeping bag, and a lantern; 4-6 wood structures, and a sleeping back or lantern, or 5-7 wood structures. Does that make sense? There's nothing special going on and Beacon can do exactly this.
from beacon.
Yes, those numbers apply to quality. If you don't know the multipliers for a loot source, leave it as 1.
from beacon.
Yes, but the entry weight of 1 means those 5 items will always be selected, and then each of the other 2 items has a 25% chance of being selected, or possibly another of the wood structures.
At Least that is how I understand it to work from the article on survive the ark website. Although now I think about it the order might be important so maybe the items with entry weight of 1 should all be first in the set? So it picks a min of 5 items and the first 5 it tries all have a 100% chance of being selected. I am not sure about that.
from beacon.
That article you've read (I've seen it too) is wrong. At least according to my testing. In my personal loot sources, all the weights are 1. The weights are a relative chance of selection. So two items with 1.0 weight will each have a 50% chance of being selection. The math is weight / sum of weights. So those 5 items are not 100% guaranteed to be selected, though the chance is very high. If you import that config into Beacon, it'll show you the chance breakdown.
from beacon.
This other issue is relevant to the conversation #3
from beacon.
Ok, bummer, What I am trying to achieve is a giving a complete hut in a beacon, so foundation, ceiling, door and door way and 3 walls.
If I add them as a single line then I can only include one of the walls, not 3. Any Idea on how I could set this up?
Would this even achieve part of that or could they end up with multiple doors and no foundation?
ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="Level 03",MinItemSets=1,MaxItemSets=3,NumItemSetsPower=0.000000,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=7,MaxNumItems=7,NumItemsPower=1.000000,SetWeight=0.500000,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.000000,ItemClassStrings=("PrimalItemStructure_AdobeCeiling_C","PrimalItemStructure_AdobeDoor_C","PrimalItemStructure_AdobeWallWithDoor_C","PrimalItemStructure_AdobeFloor_C","PrimalItemStructure_AdobeWall_C","PrimalItemStructure_AdobeWindow_C","PrimalItemStructure_AdobeWallWithWindow_C"),ItemsWeights=(1.000000,1.000000,1.000000,1.000000,1.000000,1.000000,1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=1.250000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))
from beacon.
Actually I think this will almost do it, 3 multi item lines and it must select 3 of them.
ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="Level 03",MinItemSets=1,MaxItemSets=3,NumItemSetsPower=0.000000,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=3,MaxNumItems=3,NumItemsPower=1.000000,SetWeight=0.500000,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.000000,ItemClassStrings=("PrimalItemStructure_AdobeCeiling_C","PrimalItemStructure_AdobeFloor_C"),ItemsWeights=(1.000000,1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=1.250000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.000000,ItemClassStrings=("PrimalItemStructure_AdobeWall_C","PrimalItemStructure_AdobeWindow_C","PrimalItemStructure_AdobeWallWithWindow_C"),ItemsWeights=(1.000000,1.000000,1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=1.250000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.000000,ItemClassStrings=("PrimalItemStructure_AdobeDoor_C","PrimalItemStructure_AdobeWallWithDoor_C","PrimalItemStructure_AdobeWall_C"),ItemsWeights=(1.000000,1.000000,1.000000),MinQuantity=1,MaxQuantity=1,MinQuality=0.000000,MaxQuality=1.250000,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))
from beacon.
Related Issues (20)
- Add support for item stat clamp multiplier in item set entries HOT 1
- Show diff of changes on export/deploy HOT 5
- Beacon Forgets Presets HOT 4
- Beacon should add more remote servers #Request HOT 2
- NPCReplacement doesn't work HOT 5
- FishingLootQualityMultiplier and SupplyCrateLootQualityMultiplier values are not stored HOT 4
- Support Multiple Beacon Windows
- Add a "quick switcher" HOT 1
- 0% chance for blueprint when using default loot drops HOT 4
- Show only modified engrams
- Cannot connect to server via sftp HOT 1
- Copying and Pasting now working in Creature Replacement
- Custom config not showing in export of game ini. HOT 1
- [BUG] Redwood spawn entry not exported [1.6.1.1] HOT 2
- Incorrect Kibble codes HOT 1
- Mac build.sh: use notarytool instead of altool HOT 1
- Beacon freezing when importing database updates. HOT 1
- Can't Auto Unlock Hidden Engrams
- sourcecode is not Complete , not Linux Native... HOT 3
- [Feature Request] Support for SSH Keys for Dedicated Servers HOT 4
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from beacon.