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A20/21 Modlets - 30K/50K/65K Stacks, Arrow-Xbow ammo swap, Ammo Disassemble, +

Werradith_Toximble said:
Great! There is an issue with one of the 44 ammo types that I haven't fixed yet but everything else seems to be working fine.


I will take a look, we had an illness go through the house, still recovering, but I will take a look as soon as I am able.

Malafor said:
Are the stack mods server side only or both server and client ?
Cheers


stack mods may work on the server, I haven't tested anything above 30k on the server.  They all appear to work fine on client side.

Edit/Snip...

Has someone fixed the terrain movement mod, in a20?


Do you mean on the server side, or in single-player?  The A20 version is uploaded in the OP, but doesn't appear to work on the server side.

 
Arrow-Xbow ammo Conversation Mod - Allows you to swap bolts and arrows at will.


Hi,

I tried to uncomment the lines in the recipes.xml to allow for converting the fire and exploding variants (and had to move the </append> and add a missing </recipe> tags), but when the server boots up, it complains about existing recipe already exists for resourceTarrow and ammoArrowBoltExploding. Or were these lines commented out because they aren't working?

Does anyone have any guidance on how I can resolve this? I do have a few other mods that might be affecting this, specifically "PhD Disassemble It 3.6 (A20)" allows disassembling ammo, including the arrows/bolts.

here is my resulting recipes.xml after I uncommented and added/moved a couple tags.

<configs>
<!-- Add in conversion recipes for arrows and bolts -->
<append xpath="/recipes">
<recipe name="ammoCrossbowBoltSteelAP" count="1">
<ingredient name="ammoArrowSteelAP" count="1"/>
</recipe>
<recipe name="ammoArrowStone" count="1">
<ingredient name="ammoCrossbowBoltStone" count="1"/>
</recipe>
<recipe name="ammoArrowIron" count="1">
<ingredient name="ammoCrossbowBoltIron" count="1"/>
</recipe>
<recipe name="ammoArrowSteelAP" count="1">
<ingredient name="ammoCrossbowBoltSteelAP" count="1"/>
</recipe>
<recipe name="ammoCrossbowBoltStone" count="1">
<ingredient name="ammoArrowStone" count="1"/>
</recipe>
<recipe name="ammoCrossbowBoltIron" count="1">
<ingredient name="ammoArrowIron" count="1"/>
</recipe>
<recipe name="ammoCrossbowBoltFlaming" count="1" craft_area="workbench" tags="learnable">
<ingredient name="ammoArrowSteelAP" count="1" />
<ingredient name="resourceGunPowder" count="2" />
<ingredient name="resourceCloth" count="1" />
<ingredient name="resourceTallow" count="1" />
</recipe>
<recipe name="ammoArrowExploding" count="1" craft_area="workbench" tags="learnable">
<ingredient name="resourceArrowHeadSteelAP" count="1" />
<ingredient name="resourceGunPowder" count="8" />
<ingredient name="resourceDuctTape" count="1" />
<ingredient name="resourceWood" count="1" />
<ingredient name="resourceFeather" count="1" />
</recipe>
<recipe name="ammoCrossbowBoltFlaming" count="1" tags="learnable">
<ingredient name="ammoArrowFlaming" count="1"/>
</recipe>
<recipe name="ammoArrowExploding" count="1" tags="learnable">
<ingredient name="ammoCrossbowBoltExploding" count="1"/>
</recipe>
<recipe name="ammoArrowFlaming" count="1" tags="learnable">
<ingredient name="ammoCrossbowBoltFlaming" count="1"/>
</recipe>
<recipe name="ammoCrossbowBoltExploding" count="1" tags="learnable">
<ingredient name="ammoArrowBoltExploding" count="1"/>
</recipe>
</append>
</configs>




Thanks!

 
Would anyone happen to know if the Terrain-Based Movement Speed mod is compatible with the Hardcore Respawn mod?

They both modify movement speed so I guess the potential is there. Anyway, if noone happens to know I'll report what I find with my testing.

 
Would anyone happen to know if the Terrain-Based Movement Speed mod is compatible with the Hardcore Respawn mod?

They both modify movement speed so I guess the potential is there. Anyway, if noone happens to know I'll report what I find with my testing.
It looks like they would work as it doesn't appear the Hardcore Respawn mod you linked modifies the blocks.xml

Hi,

I tried to uncomment the lines in the recipes.xml to allow for converting the fire and exploding variants (and had to move the </append> and add a missing </recipe> tags), but when the server boots up, it complains about existing recipe already exists for resourceTarrow and ammoArrowBoltExploding. Or were these lines commented out because they aren't working?

Does anyone have any guidance on how I can resolve this? I do have a few other mods that might be affecting this, specifically "PhD Disassemble It 3.6 (A20)" allows disassembling ammo, including the arrows/bolts.

here is my resulting recipes.xml after I uncommented and added/moved a couple tags.

<configs>
<!-- Add in conversion recipes for arrows and bolts -->
<append xpath="/recipes">
<recipe name="ammoCrossbowBoltSteelAP" count="1">
<ingredient name="ammoArrowSteelAP" count="1"/>
</recipe>
<recipe name="ammoArrowStone" count="1">
<ingredient name="ammoCrossbowBoltStone" count="1"/>
</recipe>
<recipe name="ammoArrowIron" count="1">
<ingredient name="ammoCrossbowBoltIron" count="1"/>
</recipe>
<recipe name="ammoArrowSteelAP" count="1">
<ingredient name="ammoCrossbowBoltSteelAP" count="1"/>
</recipe>
<recipe name="ammoCrossbowBoltStone" count="1">
<ingredient name="ammoArrowStone" count="1"/>
</recipe>
<recipe name="ammoCrossbowBoltIron" count="1">
<ingredient name="ammoArrowIron" count="1"/>
</recipe>
<recipe name="ammoCrossbowBoltFlaming" count="1" craft_area="workbench" tags="learnable">
<ingredient name="ammoArrowSteelAP" count="1" />
<ingredient name="resourceGunPowder" count="2" />
<ingredient name="resourceCloth" count="1" />
<ingredient name="resourceTallow" count="1" />
</recipe>
<recipe name="ammoArrowExploding" count="1" craft_area="workbench" tags="learnable">
<ingredient name="resourceArrowHeadSteelAP" count="1" />
<ingredient name="resourceGunPowder" count="8" />
<ingredient name="resourceDuctTape" count="1" />
<ingredient name="resourceWood" count="1" />
<ingredient name="resourceFeather" count="1" />
</recipe>
<recipe name="ammoCrossbowBoltFlaming" count="1" tags="learnable">
<ingredient name="ammoArrowFlaming" count="1"/>
</recipe>
<recipe name="ammoArrowExploding" count="1" tags="learnable">
<ingredient name="ammoCrossbowBoltExploding" count="1"/>
</recipe>
<recipe name="ammoArrowFlaming" count="1" tags="learnable">
<ingredient name="ammoCrossbowBoltFlaming" count="1"/>
</recipe>
<recipe name="ammoCrossbowBoltExploding" count="1" tags="learnable">
<ingredient name="ammoArrowBoltExploding" count="1"/>
</recipe>
</append>
</configs>




Thanks!
There was acompatibility problem from an earlier Alpha.  i'll take a look.

I built a version based on buffs and "walkOn", which works in SP and MP.

You can take/edit it and add it to your main post, if you want :)

https://workupload.com/file/PNP94K3MhgD

Wow, that's fantastic.  I will look, and hope to learn from your work.  Thank you.


 
Hi,

I tried to uncomment the lines in the recipes.xml to allow for converting the fire and exploding variants (and had to move the </append> and add a missing </recipe> tags), but when the server boots up, it complains about existing recipe already exists for resourceTarrow and ammoArrowBoltExploding. Or were these lines commented out because they aren't working?

Does anyone have any guidance on how I can resolve this? I do have a few other mods that might be affecting this, specifically "PhD Disassemble It 3.6 (A20)" allows disassembling ammo, including the arrows/bolts.

here is my resulting recipes.xml after I uncommented and added/moved a couple tags.

<configs>
<!-- Add in conversion recipes for arrows and bolts -->
<append xpath="/recipes">
<recipe name="ammoCrossbowBoltSteelAP" count="1">
<ingredient name="ammoArrowSteelAP" count="1"/>
</recipe>
<recipe name="ammoArrowStone" count="1">
<ingredient name="ammoCrossbowBoltStone" count="1"/>
</recipe>
<recipe name="ammoArrowIron" count="1">
<ingredient name="ammoCrossbowBoltIron" count="1"/>
</recipe>
<recipe name="ammoArrowSteelAP" count="1">
<ingredient name="ammoCrossbowBoltSteelAP" count="1"/>
</recipe>
<recipe name="ammoCrossbowBoltStone" count="1">
<ingredient name="ammoArrowStone" count="1"/>
</recipe>
<recipe name="ammoCrossbowBoltIron" count="1">
<ingredient name="ammoArrowIron" count="1"/>
</recipe>
<recipe name="ammoCrossbowBoltFlaming" count="1" craft_area="workbench" tags="learnable">
<ingredient name="ammoArrowSteelAP" count="1" />
<ingredient name="resourceGunPowder" count="2" />
<ingredient name="resourceCloth" count="1" />
<ingredient name="resourceTallow" count="1" />
</recipe>
<recipe name="ammoArrowExploding" count="1" craft_area="workbench" tags="learnable">
<ingredient name="resourceArrowHeadSteelAP" count="1" />
<ingredient name="resourceGunPowder" count="8" />
<ingredient name="resourceDuctTape" count="1" />
<ingredient name="resourceWood" count="1" />
<ingredient name="resourceFeather" count="1" />
</recipe>
<recipe name="ammoCrossbowBoltFlaming" count="1" tags="learnable">
<ingredient name="ammoArrowFlaming" count="1"/>
</recipe>
<recipe name="ammoArrowExploding" count="1" tags="learnable">
<ingredient name="ammoCrossbowBoltExploding" count="1"/>
</recipe>
<recipe name="ammoArrowFlaming" count="1" tags="learnable">
<ingredient name="ammoCrossbowBoltFlaming" count="1"/>
</recipe>
<recipe name="ammoCrossbowBoltExploding" count="1" tags="learnable">
<ingredient name="ammoArrowBoltExploding" count="1"/>
</recipe>
</append>
</configs>




Thanks!
Thanks for bringing this to my attention, I didn't realize I never finished it.  For your code I would suggest removing the original two recipes for the arrow and bolt (the two that have actual resources).  Also there is a typo in my original code:  Replace 

<ingredient name="ammoArrowBoltExploding" count="1"/>




with

<ingredient name="ammoArrowExploding" count="1"/>




In the last line.  Or just download the updated file form the original post.  Sorry it took so long, it has been a rough start to the year.

 
Just an FYI.... Unless they  changed things in A20  Having Stack sizes larger then 30k is known to cause problems.  Will lead to  a much higher chance of your player save becoming corrupted where you go into the game and you are back to level 1.

 
Just an FYI.... Unless they  changed things in A20  Having Stack sizes larger then 30k is known to cause problems.  Will lead to  a much higher chance of your player save becoming corrupted where you go into the game and you are back to level 1.
Yes, 50k and 65k were added due to B233 upping the limit.  The new limit is 65,535.  I don't know if it works on the server version though.

 
So I have a question that doesn't have to do with coding, errors, permissions etc...

It's the 10K-65K vs. God Mode question.
These stacks apply ACROSS THE BOARD - for EVERYTHING. So lets use bullets for an example. There you are - about to go full Rambo during Bloodmoon. You pick a nice spot, load your modded M60 with 25345K bullets to spare and start firing, stopping every few to reload. Everything dies, while you're watching a movie. Down the street.

My point is - aren't these stacks basically God Mode? 30K stacks of EVERYTHING. One guy on my server wants me to install it and I keep saying no because it's basically God Mode. He calls it "quality of life". Quality of Life to ME - is being able to sit and lay down like Valheim or getting a resting buff while in your home...

Can I get an opinion on this?

 
Can I get an opinion on this?
elucidus' across the board type stack mods serve us very well for large group bases where assets are all combined into a pool but storage space remains reasonable. The trade off is those large personal inventory stack sizes.

For servers where players tend to create smaller base groups, or where Server Admin prefer to create less excessive stack values, the minimum across the board stack mod or one like Reasonable Stack Size where each item is given a considered value work well. Your point is very valid for sure, and it's decent there are alternative options out there to match our preferences and game styles.

 
elucidus' across the board type stack mods serve us very well for large group bases where assets are all combined into a pool but storage space remains reasonable. The trade off is those large personal inventory stack sizes.

For servers where players tend to create smaller base groups, or where Server Admin prefer to create less excessive stack values, the minimum across the board stack mod or one like Reasonable Stack Size where each item is given a considered value work well. Your point is very valid for sure, and it's decent there are alternative options out there to match our preferences and game styles.
Is this server only or does it have to be downloaded by all players that enter the server as well? (client side as well I believe is the terminology?)

 
elucidus' across the board type stack mods serve us very well for large group bases where assets are all combined into a pool but storage space remains reasonable. The trade off is those large personal inventory stack sizes.

For servers where players tend to create smaller base groups, or where Server Admin prefer to create less excessive stack values, the minimum across the board stack mod or one like Reasonable Stack Size where each item is given a considered value work well. Your point is very valid for sure, and it's decent there are alternative options out there to match our preferences and game styles.
I'm think I am just going to combine the Reasonable Stack Size mod (if it's server only) and Bigger Backpack mod like the 60 or 96. I can see the near infinite stack size of God Mode 30K being worth it if there were 40 people or 30 people on at once sharing a big base and size of the base was a consideration but to have that in your personal inventory...

That's just a straight up game breaker:

"Oh, I'm infected, let me break out my 25K antibiotics and vitamins and pop them constantly and never, ever, ever, ever, ever, ever get infected again..."
"Oh I'm taking damage, let me break out my 30K first aid kits and use them and never ever, ever, ever, ever, ever worry about damage again..."
"Oh I'm out of stamina, let me break out my 25K coffees (enter favorite stamina drink HERE) and drink them and never ever, ever, ever, ever, ever, ever run out of stamina again..."

...etc.

I mean - what's the point? lol

Just enable cheat mode, go into God Mode, and @%$# the entire game. It's the same exact thing.

 
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Is this server only or does it have to be downloaded by all players that enter the server as well? (client side as well I believe is the terminology?)
The stack modifying mods are server side only, and do not require client installation.

 
I'm think I am just going to combine the Reasonable Stack Size mod (if it's server only) and Bigger Backpack mod like the 60 or 96. I can see the near infinite stack size of God Mode 30K being worth it if there were 40 people or 30 people on at once sharing a big base and size of the base was a consideration but to have that in your personal inventory...

That's just a straight up game breaker:

"Oh, I'm infected, let me break out my 25K antibiotics and vitamins and pop them constantly and never, ever, ever, ever, ever, ever get infected again..."
"Oh I'm taking damage, let me break out my 30K first aid kits and use them and never ever, ever, ever, ever, ever worry about damage again..."
"Oh I'm out of stamina, let me break out my 25K coffees (enter favorite stamina drink HERE) and drink them and never ever, ever, ever, ever, ever, ever run out of stamina again..."

...etc.

I mean - what's the point? lol

Just enable cheat mode, go into God Mode, and @%$# the entire game. It's the same exact thing.
I'm only a year late, but here we go.  Play the game how you like, that is why I made three different versions. I was planning on doing one very similar to the Reasonable Stack Size, as that is a very good way to do it, but a lot more difficult and would have been reinventing the wheel. 

The point of my modlets are to add options to the game, I have had a lot of requests and if I can figure them out and people like to play with them, who am I to judge?  Though by the time you find/make 30K first aid kits you are basically immortal anyway, I mean what is to stop you from carrying two or three stacks of these god mode items?  You'd basically be immortal, might as well turn on cheat mode right?

If you know the game, you know that finding that many of a single resource (not coin or terrain) is time-consuming, also the game has built in mechanics to stop you from spamming healing items as well, that and it was made with the intent of simplifying base resource management. None of that matters, though, who cares how people play the game? Let them have fun how they want, it's none of your concern. You don't like it, don't install the mod, but definitely don't waste people's time with your opinion on what is the wrong way to play.

I actually came on here to address that all of the mods, except terrain movement speed adjustments appear to be working in Alpha 21.  And since there is a better mechanism for that mod made by someone else, I won't be updating it.

 
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It appears they will be changing the modlet format, however it is currently still working.  I'll be updating them in the future.  to confirm this for that mod, hit F1, type CM in the window, hit <enter>, and open the item menu in the inventory (the light bulb icon), then look up something that should stack like stone and you will see it stacks to the amount you installed.  Should look like the attached.  

EDIT: I should add I have been away on a trip since the time A21 released, so I have only been able to do a quick test, so there is the possibility there are minor compatibility issues

20230616085055_1.jpg

 
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Hi I'm having an issue with "reading" some of the disassembled ammo. It says "Can't accept quest at this time" though I have no other active quests going on. Is this a bug or is there a cooldown for how many of these you can activate?

 
momoe said:
Hi I'm having an issue with "reading" some of the disassembled ammo. It says "Can't accept quest at this time" though I have no other active quests going on. Is this a bug or is there a cooldown for how many of these you can activate?


I'm also curious about what the intention of having these added as "quests" are?

How does that impact the implementation of the recipe?

 
I'm on A21 b323 and I can also confirm the problem that @MrMikeTacko and @momoe above have.

Basically you can currently only accept and complete the disassembly quests one time and they don't become "repeatable", even though I checked in the .xml files that they should be "<quest id="disassembleStoneArrowx50" repeatable="true">", assuming they haven't changed something in the newer builds. After accepting and completing the quest for specific ammoType and quantity for the first time, the "read" option stays greyed out if the same quest starting item is attempted to be used, hence not being able to repeat them.

EDIT:

Found the problem in the quests.xml file, the "repeatable" flag is formatted wrongly for all the quests.

Here's an example of the fix for the 762x50 quest.

Original (doesn't work):

<quest id="disassemble762x50" repeatable="true">
<property name="group_name_key" value="Disassemble 7.62mm x 50" />




Fixed (works as intended, aka allows repeating the quest):

<quest id="disassemble762x50">
        <property name="repeatable" value="true"/>
        <property name="group_name_key" value="Disassemble 7.62mm x 50" />




EDIT2:

Here's a google drive link for the fixed "quests.xml" file for the zAmmo Disassembly, so drop that into the mod's folder and replace the old one and you should then be able to repeat the disassembly quests as intended. https://drive.google.com/file/d/1gFd2DNk9GnQINQRIKjm8kpNGYA8Q0bLG/view?usp=sharing . OP, when you update the mod files, I'd appreciate if you can add a small line of credit for this fix.

 
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