PoeHUD Plugin: ExpeditionIcons menu

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  1. #211
    cavad's Avatar Member
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    Oh I've fixed it. You were right, I needed the latest version! But it is not linked in the thread lol, the one linked in the thread is old version. You should update the link so others don't get confused when you have time. Thanks for the help!

    PoeHUD Plugin: ExpeditionIcons
  2. #212
    cheatingeagle's Avatar ★ Elder ★
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    Originally Posted by Anlong View Post
    can some one share compile ver atleast ?
    Enjoy Release Latest release . exApiTools/ExpeditionIcons . GitHub
    I've added some more settings as well so that was a good opportunity. But I won't be able to make a release for every update in the future so please try to sort out your issue

  3. Thanks camapxam, ddlambert3 (2 members gave Thanks to cheatingeagle for this useful post)
  4. #213
    cheatingeagle's Avatar ★ Elder ★
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    Originally Posted by cavad View Post
    Oh I've fixed it. You were right, I needed the latest version! But it is not linked in the thread lol, the one linked in the thread is old version. You should update the link so others don't get confused when you have time. Thanks for the help!
    Can't update the first post as I'm not the author but I'll try to figure something out.

  5. Thanks ddlambert3 (1 members gave Thanks to cheatingeagle for this useful post)
  6. #214
    cavad's Avatar Member
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    Originally Posted by cheatingeagle View Post
    Can't update the first post as I'm not the author but I'll try to figure something out.
    Thank you for your hard work, it works like magic now and I feel better than when I dropped a mageblood lol

  7. #215
    camapxam's Avatar Active Member
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    Originally Posted by cheatingeagle View Post
    Enjoy Release Latest release . exApiTools/ExpeditionIcons . GitHub
    I've added some more settings as well so that was a good opportunity. But I won't be able to make a release for every update in the future so please try to sort out your issue
    you can only make me that hard... i'm at work, but definitely checking your new release 1st thing when i get home

  8. #216
    astrouh's Avatar Member
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    Awesome mod, but any chance it could get corrupted mods to show as downsides in maps?
    i.e. "Runic Monsters have 50% chance to drop corrupted items"
    Last edited by astrouh; 04-26-2023 at 04:51 AM.

  9. #217
    Jay Hawken's Avatar Member
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    I appreciate the response and the work on the plugin. I know it's a thankless job especially when the radar wasnt working on the apiHUD main program when you were just assisting in the project with people asking WHEN? etc, so I do want to thank you. I'll have a little play around with what you suggested.

  10. Thanks cheatingeagle, ddlambert3 (2 members gave Thanks to Jay Hawken for this useful post)
  11. #218
    Jay Hawken's Avatar Member
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    In the update does relic mean remnant (the chests with the mods i.e. Monsters are immune to fire damage) in the weights section you added?

  12. #219
    cheatingeagle's Avatar ★ Elder ★
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    Originally Posted by Jay Hawken View Post
    In the update does relic mean remnant (the chests with the mods i.e. Monsters are immune to fire damage) in the weights section you added?
    Yeah those are used interchangeably by GGG.

  13. Thanks Jay Hawken (1 members gave Thanks to cheatingeagle for this useful post)
  14. #220
    Jay Hawken's Avatar Member
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    If I may, Can I offer a suggestion to add profiles? since the top 2 logbooks are mainly focused around artifacts and coin drops. The lower two rog/gwennen not so much but the logbooks could still be powerful if specced into currency/stacked decks weighting more so than artifacts. Might be nice to chance profile over to run the lower logbooks taht dont really sell or are so cheap its viable to run for rewards instead, that way you can quickly change the weightings that you amazing added to the plugin, but obvioiusly theres so many stat sweights changing them back and forth is a little hard to manage

  15. #221
    camapxam's Avatar Active Member
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    i don't even know how to set it up for "coin book" - the one with boss, i just push artifact chest and boss to max.

  16. #222
    Jay Hawken's Avatar Member
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    Coins come from a. quantity of items dropped by monsters b. increased pack size etc remnants/relics. The great thing is CE added all those sliders for us, which is MASSIVE we can prioritise our loot needs with them.

  17. #223
    xerance's Avatar Active Member CoreCoins Purchaser
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    Originally Posted by Jay Hawken View Post
    Coins come from a. quantity of items dropped by monsters b. increased pack size etc remnants/relics. The great thing is CE added all those sliders for us, which is MASSIVE we can prioritise our loot needs with them.
    more rare runic monster remnant massively boost coinage drop rate too btw.

  18. Thanks Jay Hawken (1 members gave Thanks to xerance for this useful post)
  19. #224
    Baki667's Avatar Member
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    Can someone explain how these weights work? does a value below 1 mean it is just less attractive or does it actively keep away from it? What's the difference between Multiplier and Increase and why do we need both?

    expedition weights.png

  20. #225
    cheatingeagle's Avatar ★ Elder ★
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    Originally Posted by Jay Hawken View Post
    If I may, Can I offer a suggestion to add profiles? since the top 2 logbooks are mainly focused around artifacts and coin drops. The lower two rog/gwennen not so much but the logbooks could still be powerful if specced into currency/stacked decks weighting more so than artifacts. Might be nice to chance profile over to run the lower logbooks taht dont really sell or are so cheap its viable to run for rewards instead, that way you can quickly change the weightings that you amazing added to the plugin, but obvioiusly theres so many stat sweights changing them back and forth is a little hard to manage
    That's a neat idea, but full profiles are rather annoying to add. Would you say per-type artifact weights (which would multiply with normal artifact weight values) would be enough for this scenario?

    Originally Posted by Baki667 View Post
    Can someone explain how these weights work? does a value below 1 mean it is just less attractive or does it actively keep away from it? What's the difference between Multiplier and Increase and why do we need both?

    expedition weights.png

    The first part (chests) is base weight, 0 means "don't care about this at all", then more weight -> care more
    The second part (relics/remnants) are modifiers for the loot (monsters/chests) weight. Multiplier straight up multiplies the loot weight (so 0 means avoid at all costs, 1 means don't care, 2 means "OOH SHINY" e.g. runic monsters). As a multiplier, 0 obviously dominates everything so if a relic has multiple bonuses, one 0 will still mean "don't take". Increase is an additional percent increase, just like in POE: weight is multiplied by (1+sum(increases)), and it makes more sense to use this for ordinary bonuses which don't change loot generation in an unusual way (e.g. item quantity vs add stacked decks)

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