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Khaine's A20 Modlets! (Bigger backpacks, Lockable Slots, Behemoths, Random Wandering Hordes, etc)

I mean, if it's just the looting window then it's not hard to do. I just need to mess around with it.

Strange that it's using the loot window rather than the vehicle inventory window though.

 
ate0ate said:
I'm pretty sure @khzmusik is working on an inventory locking mod that works with the drone. He may have made the mod already but I'm not sure.


It's done, I just haven't made a thread for my modlets yet. I'm basically using Khaine's code though, and adding those buttons to the vanilla containers too (which also adds them to things like cabinets or cardboard boxes). So it might not be for everyone.

 
Hi Khaine! Great mods! I specially love the backpack slots. 

But I found a bug on the 96 backpack slots where the background of each cell is larger that the slot itself. Also took the liberty to fix it.

<Config/XUi/controls.xml>

Original

<sprite depth="2" name="highlightOverlay" width="57" height="47" color="{backgroundcolor}" pos="0,0" type="sliced" globalopacity="true"/>




Fix

Code:
<sprite depth="2" name="highlightOverlay" width="47" height="47" color="{backgroundcolor}" pos="0,0" type="sliced" globalopacity="true"/>
 
I meant to fix that and have been busy and didn't get back to it. Thanks for that :) Will have a look at getting it implemented

EDIT: Updated and pushed. Thank you!

 
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Khaine's A20 Modlets!  Lockable Slots is in my mod folder. Problem is its on the "right" for some reason and not on the left where it should be. Can anyone help with this problem at all. Thanx in advance.

 
Hey Khaine thanks for all your amazing work, Really enjoying A20 DF mod. I was just wondering if it would be possible for you to make a Stash All button mod like in A18 I know a lot of people would appreciate not having to stack items in individual boxes as this takes up a ridiculous amount of time. 

 
Khaine,

Thanks for the excellent mods!  Got a few working but the HeadShotOnly one doesn't seem to work with 20.1 B5 - can you confirm it has been tested with 20.1?

Thanks!

 
Khaine's A20 Modlets!  Lockable Slots is in my mod folder. Problem is its on the "right" for some reason and not on the left where it should be. Can anyone help with this problem at all. Thanx in advance.


I didn't move the lockable thing, so that's where it is in vanilla if you turn it on.

Hey Khaine thanks for all your amazing work, Really enjoying A20 DF mod. I was just wondering if it would be possible for you to make a Stash All button mod like in A18 I know a lot of people would appreciate not having to stack items in individual boxes as this takes up a ridiculous amount of time. 


I'm pretty sure that A18 mod is all code rather than XML.

Khaine,

Thanks for the excellent mods!  Got a few working but the HeadShotOnly one doesn't seem to work with 20.1 B5 - can you confirm it has been tested with 20.1?

Thanks!
Have not tested it with 20.1. I need to do that later as it was working on A20, but didn't work on servers.

 
@KhaineGB Somehow I am missing how to make the Lockable Slots work. What should I be seeing/doing in game to lock a slot in the player backpack, a storage container, or vehicle inventory? Thanks.

EDIT: Just had a thought. I installed this mod on a dedicated server (so all players could use it). By chance, this isn't a client side only mod, is it?

 
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The headshots only modlet didn't work for me, although the server initialization messages state it was loaded.  The other 3 modlets I use seem to be working.  I see a lot of people reporting the same issue here, but I couldn't find a resolution.  Did I miss it or is this modlet non-functional at this time?

 
@KhaineGB Somehow I am missing how to make the Lockable Slots work. What should I be seeing/doing in game to lock a slot in the player backpack, a storage container, or vehicle inventory? Thanks.

EDIT: Just had a thought. I installed this mod on a dedicated server (so all players could use it). By chance, this isn't a client side only mod, is it?
Nope. Should work fine on servers.
 

The headshots only modlet didn't work for me, although the server initialization messages state it was loaded.  The other 3 modlets I use seem to be working.  I see a lot of people reporting the same issue here, but I couldn't find a resolution.  Did I miss it or is this modlet non-functional at this time?
That specific one doesn't work in MP for some reason. I have reported it as a bug

 
New Alpha, new modlet post!

This is all the modlets that will work on A20. Basically it's all my A18/A19 ones updated and adjusted as required. Also added some new ones that are now possible thanks to A20 and it's ability to load custom C# without patching anything.

Modlets will be seperated into sections. XML only (for folks who want server-only), XML + Assets (needs to be installed on client and server) and C# (needs to be installed on client and server).

If anyone wants to buy me a coffee as a thank you, then you can do so on Paypal. This is not required OR expected.

Enjoy. :)

XML Only Modlets (can be installed on servers with no client download).

3 Slot Forge - Adds an extra input slot to the forge and moves the UI around a little so there's no window overlap.
12 Slot Crafting Queue - Increases the crafting queue from 4 slots to 12. Scrap everything!
60 Slot Backpack - Pretty self explanitory.
96 Slot Backpack - Pretty self explanitory.
Always Open Traders - Removed the open/close times from traders so they always remain open.
Dangerous Cities - Increases the amount of zombies in cities and towns, while lowering the amount in the wilderness.
Food and Water Bars - Just the food and water bars from my above backpack mods so users can use larger backpacks if they so wish.

Headshot Only - Zombies take 0 damage from non-headshots for most weapons. Explosives, electric batons and molotovs still work normally, and animals still take full damage.
HP Bars - Remember the red HP bar that was shown off in A17? This adds that back into the game for folks who liked that idea.
Kill Tracking - Tracks how many of each different type of entity you've killed in the game (zombie or type of animal) and with what weapon (guns only, may consider adding melee in the future).
Lockable Inventory Slots - Adds the "box" that allows the user to lock slots so they won't be moved OR sorted. Also adds one to vehicle inventory that does the same thing.
NightVision Goggles Change - A few folks said they wanted the NVG effect from DF in vanilla, so it's more red than full green. This modlet will do that.
Pickup Plants - Allows the player to press the 'E' button (default. May be different for other languages/controllers) to pick up plants. This does NOT grant extra harvest based on perk. You have to punch for that.
Max Animals/Zombies and Claim Blocks - Adds options to the main menu for the player to select max spawned animals/zombies in the world in SP. Also allows the player to have more than 1 claim block via menu option.
Steel Ammo - Adds the steel ammo from A17 for players who enjoyed that option.

XML + Assets Modlets (cannot be server only).

Log Spikes - Makes Wood Log and Iron Spikes craftable again.
Return of the Behemoth - Adds the unfinished A16 behemoth and the A17 unfinished radiated behemoth to the game. Random spawns in the wasteland and horde nights.
Return of the Hornet - Adds the cut hornet from A15 (and earlier) back to the game. Spawns as an enemy animal in the forest biome. Does not spawn on horde nights.

Chicken Coops - Adds a chicken coop to the game that works the same way as the Darkness Falls one. Unlocked with Living off the Land 1. Craft, place, wait, loot. Once you've looted it, hold animal feed in your hand (so toolbelt and select it), then right-click on the chicken coop to "feed the chickens" so they can start producing again. See end of file for terms of use with this modlet.

C# Modlets (cannot be server only, EAC must be off!!!).

15 Slot Toolbelt - Increases the toolbelt to 15 slots.

Extra Tool And Output Slots - This is mostly for other modders. It increases the maximum amount of tools a workstation can have to 6 (so stops duplicating anything after slot 3) and the maximum output slots to 12 (was 6).
Larger FOV - Increases the max FOV to 150, though anything above 90 is a bit distorted. Might be good for folks with motion sickness.
Vehicle Damage Patch - Increases the amount of damage a zombie takes when you run it over. Amount of damage depends on how heavy the vehicle is and how fast you hit the zombie.
Vehicle Sound Fix - This is more for modders. It fixes that horrible noise when driving custom vehicles.
Wandering Horde Frequency - Folks may know this from JaWoodle's "Anywhere, Anytime" series. It creates random wandering hordes, of a random amount of zombies, a random amount of times per day. How often (in terms of in-game hours) and how many zombies are configurable in the blocks.xml included in the modlet.
Zombie Fall Damage - Removes the cap on the amount of damage zombies take when falling from heights, so drop pits from older alphas are now a semi-valid form of defense.

TERMS OF USE.

Modlets are provided as-is. I bear no responsibility if you break your save, your back, your PC, whatever. They've been tested on both of my machines and my wife's and are working as intended when installed correctly. No restrictions on personal use or mod use, just give me a thank you, except for the following modlets.

Chicken Coops - These use purchased assets. The modlet is available for personal use (even for servers). However, anyone including this modlet in their own modpack needs to make sure they purchase the following assets in order to have the correct licence.

Chickens - https://assetstore.unity.com/packages/3d/characters/animals/animal-pack-deluxe-99702
Chicken Coop - https://www.turbosquid.com/3d-models/henhouse-modeled-games-3d-model/986709
does the mod Zombie Fall Damage work for me correktly ? i have a pit 9 "voxels" deep and zombie only take little to no damage at all. how deep should a hole be for zombies to be effectifly be killed by fall damage ?

 
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