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Zombies just sitting there laughing their asses off at the human driving off with jumper cables attached to the battery lol
sorry for the late reply. what did you want to incorporate from my mod?
some gif database... i dont remember exactly
Let me know if that doesn't work. Thanks!
i've adjusted mod to have more realistic recipes
Yeah your changes/updates sound solid :)
Nice work!
Yep, I imagine that at least 2 full electrical wires would be sufficient
Realistic recipie i would say would be 16 elctrical wires (twine of em together) 8 ducttape to cover em, 8 scrap metal or a metal sheet for the wireclamps/batterypole clamps and 8 screws
As for skill level, id say ele lvl 1 and metalworking lvl 3 to craft the clamps
As for required tools, id say a ball peen hammer, a hammer, saw and screwdriver
unfortunately, you can't set a dynamic/sandbox-configurable value for crafting requirements around perk levels.
that being said, i do agree with the thinking around lvl 3 electrician requirement but i dont want to remove the option completely for any existing mod users so i implemented a compromise. lvl 1 recipe will grant you jumper cables with low durability. lvl 3 will grant you jumper cables with full durability.
also the condition issue is now fixed
Tells, glad u likey.
I agree on condition. If it is 0%, it should not be able to be charged. If charge is 0%, that is ok. 0% charge remaining is actually what I solved for because the server I have with my brother and son, all of the vehicles in the world have ZERO charge lol.
I'll put in a fix for that.
Regarding sandbox options, I actually agree with electrical wire being a requirement. What do you think is a fair/realistic recipe is?
For the level requirement, I'll make that a sandbox option.
I'll aim to get those changes in this weekend
thanks alot, this is what i needed.
This is great!
Would it be possible to have a sandbox option to adjust the electrical requirement and materials to craft?
(I want to set the electrical requirement for crafting it to 3 and include electrical wire to be needed to craft the cable)
Additionally I have noticed that you can jump start a car that has a 0% charge and 0% condition battery from a good battery (or even from a car with a 20% charge and 20% condition)
Is this intentional?
(I imagine that once a battery reaches 0% condition it would become a brick incapable of being charged)
Workshop ID: 3044422476
Mod ID: ScottsJumperCables
i went ahead and reduced the spawn rate to 1/4 of what it was
here's the related distribution table. i havent used more lot settings before but hopefully this has what you need:
table.insert(ProceduralDistributions["list"]["CrateMechanics"].items, "ScottsJumperCables.JumperCables");
table.insert(ProceduralDistributions["list"]["CrateMechanics"].items, 1);
table.insert(ProceduralDistributions["list"]["MechanicShelfTools"].items, "ScottsJumperCables.JumperCables");
table.insert(ProceduralDistributions["list"]["MechanicShelfTools"].items, 4);
table.insert(SuburbsDistributions["all"]["crate"].items, "ScottsJumperCables.JumperCables");
table.insert(SuburbsDistributions["all"]["crate"].items, 0.1);
table.insert(VehicleDistributions.TrunkHeavy.items, "ScottsJumperCables.JumperCables");
table.insert(VehicleDistributions.TrunkHeavy.items, 5);