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Please, I really want the two mods to work together.
Current mod: Change durability according to quality HP: 2898409109: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2898409109
Change durability according to material HP: 3417700766: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3417700766
@Staysan_V I couldn't reproduce your issue, and given people are still using the mod and no one else reported the same issue, I don't think it's something I can do anything about.
This is why, when used together with Infusion, an item's hit points can exceed its maximum limit.
HugsLib is linked on this mod page.
Don't think there's anything I can do about the Infusion thing, but I'll see if they have a public repo so I can see what they're doing.
Infusion 2 also can modifie item's maximum HP, and when used together with Quality Affects HP, it seems to result in the HP being multiplied twice
Note though that you need to set this before you start a new game, and relaunch the game after changing the settings.
That's a bug. Is this still happening in the new version? And if yes, does it happen for all types of things (armor, weapons, furniture) or only specific?
@Naruto this should be mostly fixed, I wasn't rounding currentHP before, while maxhp does so automatically.
@eqp1176 Sorry I'm not sure what you mean, I haven't used any vehicle mods before. I also don't know Infusion, does that mod also change the maxHP of items?
Also, it is not compatible with Infusion 2; the durability bonus from Infusion 2 can cause items to exceed their maximum HP
the item’s current HP doesn’t change even though the Max HP does
Like, if the list says craft 10 jackets, I make one, and it still shows 0/10. Didn't realize it until I noticed a ton of jackets piling up in my storage!
4000/1200 (with default hp of 400, so startHP=10x but MaxHP=3x)
```
<nomatch Class="PatchOperationAdd">
<xpath>Defs/StatDef[defName="MaxHitPoints"]</xpath>
<value>
<parts>
<li Class="StatPart_Quality">
<factorAwful>0.5</factorAwful>
<factorPoor>0.75</factorPoor>
<factorNormal>1</factorNormal>
<factorGood>1.75</factorGood>
<factorExcellent>3</factorExcellent>
<factorMasterwork>6</factorMasterwork>
<factorLegendary>10</factorLegendary>
```
In previous version they tweaked both MaxHP and StartHP, but now they tweak only the starting hp
Would be even cooler if you made an option so all new buildings have 10% hp
No need to destroy my save-file lol
I looked into implementing the mod differently, because the way it's done now is pretty dang janky.
Unfortunately MaxHP is readonly and can only be changed through xml defs (as far as I know).
Here I'm changing the StatDef for MaxHitpoints directly, not the thingdefs, so I can't make it only affect apparel (which would be the easy solution).
I'm changing currentHP with a Postfix Harmony Patch to CompQuality.SetQuality, so after an object's quality is set, the hitpoints are set.
I've put the xml and c# code into a pastebin [pastebin.com], if anyone wants to have a look.
but remain its current durability
Interesting, how did you modify the starting hp? because _those_ are hardcoded
If you can get me a log I can have a look at that too, I want to fix the other minify issue too when I have some time, but I'm not confident that will fix your issue
I know that minified items are not working full right now, but the inner thing should be working okay
It should show up in the (hopefully shorter) in-game debug log window though (the left-most button in the dev-mode bar at the top). Can you get me that?
@Tony Stank are you using a mod that lets you directly create buildings like beds and chairs in minified (uninstalled) form, rather than building a bed, and then uninstalling them?
@Sisyphean the value is still percentage based same as before. so a modded piece of gear at 50% hp has the same value as an unmodded piece of gear at 50%hp.
What do you mean by weapon stats? Do you mean reducing the damage they deal when the weapon is damaged?
https://gist.github.com/HugsLibRecordKeeper/334175e2152b6987846fe913e24cdca6
I updated the mod with some verbose logging, so if you send me what that spits out, I'll have another look. (you need to enable dev mode, and then in dev options, enable verbose logging, and restart the game)
https://gist.github.com/HugsLibRecordKeeper/c02e5ed6f89415fabf1140e48c8f7b2d