Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
or current version of this explanation here:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/747539326/1483232961038614340/
But this might cost extra xD
The log info is set to 4, so when I place the loot pot all the initial code shoots past, but then it brings up the loot sets which apparantly fail to resolve.
It then continues and tells me about all the dinos that failed to resolve, and after a bit it starts trying to resolve them.
So after a few hours I might see 2 individual dinos have loot allocated to them (they come up in green and have _##(number) at the end of their class string(?), which I understand to mean that it was just one individual, not that entire species)
I had noticed this previously when trying to pick up and place the pot back on the dedicated server, and the same in SP.
This is what I have...
I directly copied your loot set example and it seems to be working, I might just rebuild mine from that one again.
Yes the LootSystem only applies loot buffs to dinos which are unstasised, i distanced it from altering base dino classes, because this caused to many issues.