Workaround idea to carry spare duffel bags and plastic sleds

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Workaround idea to carry spare duffel bags and plastic sleds

As stated on a previous post, I think the player should be able to carry spare empty duffel bags inside other bags or containers as one already can, inside vehicles.
The same goes for empty sleds, especially considering that these can collected to craft even sturdier box carts.

Now, the problem is that the game has no way to differentiate an empty container from one with stuff in it, so this is what I came up with.

I thought about adding a recipe that turns a duffel bag into a "duffel bag (folded)" , and a plastic sled, into a "plastic sled (stored)".

Those items wont have any carrying space, can be carried inside most container like normal items, and can be turned back into their original function with the reversed recipe, using none to a small amount of action points, like 0.1 at most.

What I am still undecided for, is the adjective used.
While "folded" can be fine for the bag, I reserve some doubts on "stored" for the sled.

But english isn't my first language, so advises would be appreciated. Same would go for anything I may have missed, like reason that would make such mod unbalanced or unrealistic, and not proper for the game in general.

First of all, you don't really need crafting for that. Instead, use the "aSwitchIDs" option. In the vanilla game, it is used to turn items on/off, in most cases, but you can set it to say "Fold" as easily. In my Mod of Doom the Folding Shovel uses that very command. Just make sure you don't allow any item storage in the folded version, otherwise there will be an exploit there.

And the word "fold" is good enough for anything that is not solid and can be bent, like paper, cloth and mechanical stuff that is designed in such a way (like the folding shovel).

The sled, on the other hand, is a solid, single-part block of plastic, so I cannot really see a way it could be stored. Either way it'll have exact the same dimensions.
IMAGE(http://images.esellerpro.com/2407/I/552/97/Red%20Sledge.jpg)

Plus, it is not actually a component of the box cart.

There are two more problems with that idea - for once, in reality, there are many items that could be folded, compressed or dis-/re-assembled in such a way, to make them slightly more pack-able. If you'll going to start heading into that direction with one or two items, why not others. Why should the duffel-bag be foldable, and not the backpack. Or the t-shirt, should be much smaller than the hoodie when stored, right?

And the second problem is the balancing - good 1/4 of the difficulty of the game comes from the limited inventory space, and the scarceness of the containers. Making them really easy to transport might make things extra easy... Or might not, hard to tell, but good to keep that in mind :D


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to be fair, the game is pretty easy once youi get your bearings. so extra easy is kinda a moot point. but anyway, there is no real point in storing empty bags, if your not using them you must not need them aparently.

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This is interesting and I might incorporate this into my mod, I have already been thinking about "Compressing" things that make sense. Like hooddies, backpacks, bags, and even pants, but remove their inventory while compressed(As said, your going for compression, not storage). I am already looking at a bunch of new clothes and storage methods, but hard materials like sleds will not be affected.

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Thanks for the tip, I'll take a look to that "aSwitchIDs" command, it may even allow some other ideas I've had in mind.

About the sled..yeah, I still have to find a proper way to identify the "not container" version. I'll think a little more about it.

But it's true that you can use it as a box cart component. I've discovered it myself with great surprise some time ago, and thanks to its higher durability than a cardboard box, it makes the whole vehicle last a while longer.
The cart graphic don't really match the recipe, though..perhaps would be better to add a completely new vehicle..like a sled cart..or box sled..but I lack the graphic talent needed, so I'll stick to vanilla content for now.

And for a similar reason I am taking into consideration only the duffel bag and the sled.
Essentially, they are the only containers with a "higher capacity than space occupied" ratio (for that usable as exploit), that also have a smaller "empty state" with a related icon that I can already use.

I guess it can be seen more as a matter of convenience than anything else, but I really don't mind to be honest.
All this idea generated from my desire to have a big vehicle to carry around without caring too much about it falling apart in the middle of nowhere, too far away from any market or safe place, and for that I really liked the possibility to carry the components to make a spare box cart if needed.
For that purpose, I even came up with a recipe to craft caster wheels from small parts and a shoe sole.

It sure makes the game "less hardcore", no sense on denying that, but I am really loving the potential of this game and the facility to mod it ;) .

I tried the "aSwitchIDs" function, and as neat as it was to fold and unfold with a simple right click, it has one major problem..it does not empty the back before folding it..useless to say that bring a whole new exploit.

I'll go back to my recipe idea, but I could keep using your advice for the "unfolding" procedure..I'll think about it.

I also thought to another name for the procedure, what about "pack" and "unpack"?
It should go well for both the bag and the sled..let me know any opinion you guys may have about it.

Simply remove the container type and capacity from the folded type, unless that new patch changed something, it should work.

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Yeah, I already did that, but nothing to do..the stuff inside goes inside an invisible limbo, to magically reappear the moment you "unfold" the bag.

I would copy the code of the folded duffel bag in here, but when I try it get posted in a messy way...

Use the code tags to post it. It should look like this (without the spaces):
[ c o d e ]

(lines of code)

[ / c o d e ]

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

Thanks for explaining me how, here it is the code:

<table name="itemtypes"> <column name="id">538</column> <column name="nGroupID">5</column> <column name="nSubgroupID">7</column> <column name="strName">bag</column> <column name="strDesc">green &quot;LM: RIOT&quot; duffel bag (folded)</column> <column name="strDescAlt"></column> <column name="nCondID">1</column> <column name="vImageList">ItmDuffleEmpty.png</column> <column name="vSpriteList"></column> <column name="vImageUsage">0,0,0,0,0,0</column> <column name="fWeight">0.59</column> <column name="fMonetaryValue">50</column> <column name="fMonetaryValueAlt">0</column> <column name="fDurability">1</column> <column name="fDegradePerHour">0</column> <column name="fEquipDegradePerHour">0</column> <column name="fDegradePerUse">0</column> <column name="vDegradeTreasureIDs">3,3</column> <column name="aEquipConditions">20,21</column> <column name="aPossessConditions"></column> <column name="aUseConditions"></column> <column name="aCapacities"></column> <column name="vEquipSlots"></column> <column name="vUseSlots"></column> <column name="bSocketLocked">0</column> <column name="vProperties">37,46,48,50,75,87</column> <column name="aContentIDs"></column> <column name="nFormatID">39</column> <column name="nTreasureID">0</column> <column name="nComponentID">3</column> <column name="bMirrored">0</column> <column name="nSlotDepth">0</column> <column name="strChargeProfiles"></column> <column name="aAttackModes"></column> <column name="nStackLimit">1</column> <column name="aSwitchIDs">Unfold=5.1</column> <column name="aSounds">cueBackPackPickup,cueBackPackPutdown</column> </table>

I was trying to help this, primarily you are not using overwrites, but I am blocked from posting any code(Says I am permanently on the code ban block by mollom and any code posts will from now on be blocked... and possibly all posts, hopefully not, I only typed in a corrected version of the above code 0: are needed)

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And when the world has come to an end, I shall remain.

I do mod requests, just leave a comment or PM me.
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Sorry, I don't really understand what you meant by "overwrites", but does "0: are needed" mean that I need to put zeros on each empty field?
Because many other items do not follow that rule and still work fine. Anyway, I followed your advice without much success.

I am still lack much expertise on this "scripting" field, if you could be more clear, I would really appreciate it.

About your issue with posting "code", I am sure you can find assistance from one of the moderators around here, they are very active and difficult to contact. Good luck ;) .

Last time I read this post I wasn't thinking straight, and only payed attention to the cosde posting issue.

As for the folded bag holding their contents in an invisible container instead of dumping them, I think this is the intended behavior. Other id switching items (smartphones, laptops, etc) maintain their contents when switching, just don't change their capacity size.

What Archaeas said about the overrides is only when you have a mod folder (let's call it MOD, for example), and you need to reference values from the mod's xml file to the original game.

So if you want a newly created item to have some properties of the vanilla game, it's value should be "vProperties">0:37,0:46,0:48,0:50,0:75,0:87</column>, because you want it to have properties 37, 46, 48, etc of the "mod" 0 (zero), which is the original game.

Likewise it works for when you need to reference a value from the MOD to somewhere in the vanilla data.
In this case, you would need to override the regular duffel bag's switchID field. So say that in the xml in the MOD folder the folded duffel bag has a groupIP=5 and subgroupID=7. The (unfolded) duffel bag should have "aSwitchIDs">Fold=MOD:5.7</column>
In English, it means: From the "Fold" menu option, this item becomes the one with groupID 5, subgroupID 7, in the XML located inside the folder MOD.

Hope this helps, and insn't too confusing. More information on this: http://bluebottlegames.com/main/node/3066 on "How IDs work".

In another note, to make the bag spill it's contents when folded, you will have to use a recipe for folding it.

Cheers

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

Yeah, as I suspected, the recipe option is the only viable one, at least for the "folding" part.

I haven't yet been able to make it work though. I must be doing something wrong during the creation of a completely new "ingredient" as the duffel bag (unfolded) needs to be.

Do you see anything wrong in this code?

<table name="ingredients"> <column name="nID">128</column> <column name="strName">duffel bag</column> <column name="strRequiredProps">8&amp;16&amp;37&amp;46&amp;48&amp;50&amp;75&amp;87</column> <column name="strForbidProps"></column> </table>

To avoid editing the vanilla duffel bag, by adding a new unique property to it, that the ingredient will then use to recognize it as the only item needed, I instead tried to use the unique list of properties that the bag already has.
I took example from another ingredient for the syntax of such technique, but I can't really be sure about is correctness, being quite ignorant about scripting language.

Just as a side note, I even tried to create new property and use it, but the problem still persist. The recipe is not recognized by the game.

Here there is the complete recipe's code:

<table name="recipes"> <column name="nID">111</column> <column name="strName">duffel bag (folded)</column> <column name="strSecretName"></column> <column name="strTools"></column> <column name="strConsumed">1x128</column> <column name="strDestroyed"></column> <column name="nTreasureID">767</column> <column name="fHours">0.1</column> <column name="nReverse">0</column> <column name="nHiddenID">0</column> <column name="bIdentify">0</column> <column name="bTransferComponents">0</column> <column name="vAlsoTry"></column> <column name="nTempTreasureID">3</column> <column name="bDegradeOutput">0</column> <column name="strType">misc</column> </table>

And the related treasuretable, just in case I messed up something in it:

<table name="treasuretable"> <column name="id">767</column> <column name="strName">folded duffel bag</column> <column name="aTreasures">5.7x1x1</column> <column name="bNested">0</column> <column name="bSuppress">0</column> <column name="bIdentify">0</column> </table>

About the zeroes, thanks for explaining me how this whole matter works. I'll keep it in mind, in case I decide to publish this or any other mod.
The only reason I haven't needed it for bow, is because I've been editing the main xml file, keeping various backup copies as precaution ;) .

Never mind, it worked this time..I don't know what happened, I must have fixed something in my sleep, form the last time I tried..

I created and added this property to the "unfolded" duffel bag

<table name="itemprops"> <column name="nID">109</column> <column name="strPropertyName">duffel bag</column> </table>

And also had to fix some minor stuff to the "folded" bag item, here there is the corrected version:

<table name="itemtypes"> <column name="id">538</column> <column name="nGroupID">5</column> <column name="nSubgroupID">7</column> <column name="strName">bag</column> <column name="strDesc">green &quot;LM: RIOT&quot; duffel bag (folded)</column> <column name="strDescAlt"></column> <column name="nCondID">1</column> <column name="vImageList">ItmDuffleEmpty.png</column> <column name="vSpriteList"></column> <column name="vImageUsage">0,0,0,0,0,0</column> <column name="fWeight">0.59</column> <column name="fMonetaryValue">50</column> <column name="fMonetaryValueAlt">0</column> <column name="fDurability">1</column> <column name="fDegradePerHour">0</column> <column name="fEquipDegradePerHour">0</column> <column name="fDegradePerUse">0</column> <column name="vDegradeTreasureIDs">3,3</column> <column name="aEquipConditions"></column> <column name="aPossessConditions"></column> <column name="aUseConditions"></column> <column name="aCapacities"></column> <column name="vEquipSlots"></column> <column name="vUseSlots"></column> <column name="bSocketLocked">0</column> <column name="vProperties">37,46,48,50,75,87</column> <column name="aContentIDs"></column> <column name="nFormatID">39</column> <column name="nTreasureID">0</column> <column name="nComponentID">3</column> <column name="bMirrored">0</column> <column name="nSlotDepth">0</column> <column name="strChargeProfiles"></column> <column name="aAttackModes"></column> <column name="nStackLimit">1</column> <column name="aSwitchIDs">Unpack=5.1</column> <column name="aSounds">cueBackPackPickup,cueBackPackPutdown</column> </table>

Now the issue is another one. The recipe don't keep track of the ingredient's durability, giving a 100% condition bag after "unfolding"..I think I'll be able to find how to fix it, but I would sure appreciate a guide on how adding or removing "condition tracking" on a item work.
That way I would also be able to remove durability from rocks..I always found that, a very useless piece of information..

On the recipe table, the field "bDegradeOutput" dictates whether the resulting item depends on the ingredients durability or not. If set to 0, the resulting item will always come out at 100%. 1 makes the result have the durability if the worst used item.

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

I completely missed that, thank you again, you have been very helpful ;) .