Project Zomboid

Project Zomboid

Backpack wear
155 Comments
Bonk 21 Oct @ 7:13am 
The "Insurgent Profession" mod has a patch
aquelarrefox 12 Oct @ 8:45am 
i forgot the most op bag in game cose only spawn with player with insurgent mod, i have the patch
Jackd44  [author] 29 Sep @ 3:07pm 
thanks :)
aquelarrefox 28 Sep @ 6:39am 
I'm very pleased with the way the mod is working, impressive work.
alexcameronjudd 28 Sep @ 2:53am 
Oh that's totally fine. I was just being cute about the Sling Bag thing. All bags is great..
Jackd44  [author] 27 Sep @ 5:18pm 
yeah there's a sandbox option for it, but do be aware that it modifies the degradation rate of ALL bags
alexcameronjudd 27 Sep @ 10:10am 
Is it possible to slow the rate of degradation? In Sandbox or Mod Options? Feeling like my sling bag is getting Worn too quickly. Love this mod though!
aquelarrefox 14 Sep @ 6:05pm 
Yes it's a good point, to work with SS NPC should damage bags only fit npc in your group to avoid problems, so you can fix or replace their bags, but not on others.


Im checking the NPC's mods, actually
Jackd44  [author] 14 Sep @ 4:05pm 
i don't think so, the mod will only degrade condition of the bag(s) the player is wearing

also the npcs wouldnt know how to repair a bag either
aquelarrefox 13 Sep @ 12:13pm 
the mod could work on superbsurvivors npc? (i still dont try, with items from bandits mod will not cose they are zombies indeep) or could be patched to work?
aquelarrefox 6 Sep @ 6:56pm 
I hope someone look it, cose restock tools looks quiet good, in line with the b42 idea of stop decostructing all you see
Jackd44  [author] 6 Sep @ 3:34pm 
i think it'd be possible, every item in the game (i think) has a condition amount so you could decrease it for non-weapons. i think you can hook functions up for things after crafting where you could probably detect the saw/screwdriver/etc that was used and take durability from it

i also just checked, the game also won't let you do crafting with broken items by default (if you set a saw's condition to 0, it won't let you use it to saw logs)

so i'd say yeah it's probably possible, i haven't messed around with crafting code at all so i can't say 100% though
aquelarrefox 6 Sep @ 3:28pm 
A technical question, looking that you are one of much qualified moder to ask. Is It possible make a mod that degrade tool used (keep) in a crafting recipe? For example loss 1 condition when desansamble a radio. The idea is since the 2nd worst error in game after the one this mod solves witch is the infinite saw uses. You think it's factible or it's codded out of modding?
aquelarrefox 3 Sep @ 7:00am 
Why the Greenleaf map needs a patch. Adds bags?
aquelarrefox 3 Sep @ 5:34am 
ConvertBackpacks - Same bag different color Patch
Jackd44  [author] 3 Sep @ 12:44am 
what mod is that one from?
aquelarrefox 2 Sep @ 8:22pm 
i miss item in the patch:"Bag_NaturalDuffelBagDC" if you can add to the patch, with the common conditions values for the majority
aquelarrefox 2 Sep @ 7:23pm 
I will recheck same bag patch, I find a bag witch didn't have condition
Jackd44  [author] 30 Aug @ 11:20pm 
sounds good bossman
Bonk 30 Aug @ 11:18pm 
The packer bag ought to be more durable, just saying.
Hey, Jack, I'll send you some patches later
aquelarrefox 29 Aug @ 5:26pm 
i made the patch add me to send you
Jackd44  [author] 29 Aug @ 4:06pm 
im at work right now but ill update the mod once i get home, thanks
aquelarrefox 29 Aug @ 4:57am 
it will be faster if you make the patch: mod=ToadTraits, items id=PackerBag,Bag_SmallHikingBag. Both with the values of vanilla HikingBag
aquelarrefox 28 Aug @ 9:57pm 
I find that more traits add at least one backpack, I will check for a compatibility, but it's a nonsense, a second hiking band with same model. It's one starting item.
aquelarrefox 18 Aug @ 8:03pm 
ok, understable. thanks
Jackd44  [author] 18 Aug @ 8:00pm 
sorry forgot to reply to that, been on a bit of a break from modding atm. not sure what i'm going to do regarding the tooltip override yet, i want to see if there is an easier way to make tooltips compatible with each other because adding new mod tooltips to the way i have it setup right now is not sustainable and i'd rather not add more mods to it
aquelarrefox 18 Aug @ 6:38pm 
Could you check the tooltip override?
Jackd44  [author] 18 Aug @ 5:17pm 
only "small" items (anything that weighs at or below 0.5) will spill from bags, and it'll only happen when their condition is below 25% (which is "worn" or a red condition bar if you've levelled your tailoring a bit)

if you got extremely unlucky then an item may have spilled right as your bag took damage, but otherwise it's meant to be a pretty gradual thing. also worth noting there is a sandbox setting to increase/decrease the chance, or to just disable it entirely by setting the chance to 0

the dropped items should be somewhere along your path though, to test, try standing somewhere safe and see if an item disappears from your bag and DOESN'T appear on the floor next to you?
USSWatercooler 18 Aug @ 4:01pm 
Do items drop out of bags when they lose condition? I've been noticing items vanishing from my bags and I can't find them whenever I trace my steps, even with foraging mode on.
aquelarrefox 5 Aug @ 4:52pm 
i found a minor issue with A_Looting Sucks Mod, the backpacks also get tainted status but the tainted text doesnt appear in the tooltip, probaby your override it, chack if its posible a little fix to preserve both tooltip
aquelarrefox 3 Aug @ 8:54pm 
at least as far i tested all works as intended with tetris. A side notem, if you could use color code for the status (red for worm, green/blue for great) for easy looting will be great.
похуй, обнулят 26 Jul @ 11:50pm 
Not a problem! I think you can make it simpler: the broken bag takes both hands, but the animation is a regular one-handed carry.
Jackd44  [author] 26 Jul @ 11:45pm 
or at the very least, i wouldnt expect it anytime soon at all, it would 100% be cool to have, of course
Jackd44  [author] 26 Jul @ 11:44pm 
i'll shoot your hopes down right now, no it most def will NOT feature any kinds of models or animations or anything. that is WAY out of my skill level
похуй, обнулят 26 Jul @ 11:43pm 
Sounds good! I'll be waiting.

I hope this mechanic provides for a 3D model of the backpack in both hands, like Skizot's Carryable Everything mod.
Jackd44  [author] 26 Jul @ 5:24am 
although thinking about it as i wrote that (that post was already too long lmao), generators are forced to be carried in both hands right? so it might be possible actually, we'll see. i'll take a look at it at some point within the next few days most likely
Jackd44  [author] 26 Jul @ 5:23am 
honestly, i don't want broken bags to be carry-able in one hand, because it defeats the entire point of something like a garbage bag breaking to begin with. not sure if it'd be possible, but forcing broken bags to be equipped in both hands is more of something i'd like to look at.

it's never shown but i like to imagine a broken bag doesn't just have holes in it, but also its handles and straps may be loose or broken completely (like the duffel bag in the mod's thumbnail :D). so forcing you to "hug" the bag and keeping it close to your chest would mean you're able to save your bag at the cost of saving yourself AND it'd solve the annoying gameplay loop you're running into when combined with inventory tetris

but as i say, i'm not actually sure if that is actually something i can do, i'd have to take a look
похуй, обнулят 26 Jul @ 4:58am 
You see, there are mods with different backpack layouts in the IT mod. I can fit a broken duffel bag into another bag, but other bags just don't fit into other bags. They take up a lot of cells. The trash bag was perfect and solved the problem, but for some reason the bag won't put in it (the trash bag isn't broken). However, the broken bag does put in the sewing kit with no problem (but it's not a solution to the problem).

So, as annoying as I am ( I apologize for that :D ), one solution would be to add a “rip the backpack” feature of having scissors in your inventory like you do with clothes. Or just allow you to take them in your hand, for carrying to the car or to the trash.

Any of these options look better and more correct than carrying bags in trash bags. Don't they?
aquelarrefox 25 Jul @ 2:55pm 
i asked for it in Improved Build Menu + Extra Buildings, if they notice and add it i will comment here
aquelarrefox 25 Jul @ 2:50pm 
its relative easy, you can check in bags condition, its not a recipe: ISBuildMenu.lua they make a function:

ISBuildMenu.onCreateBarrel, player, "carpentry_02_54", RainCollectorBarrel.smallWaterMax);
local tooltip = ISBuildMenu.canBuild(4,4,0,0,0,4,barrelOption, player);
-- we add that we need 4 garbage bag too
local garbagebag = ISBuildMenu.countMaterial(player, "Base.Garbagebag");
if garbagebag < 4 then
tooltip.description = tooltip.description .. ISBuildMenu.bhs .. getItemNameFromFullType("Base.Garbagebag") .. " " .. garbagebag .. "/4 ";

continue but as this is override by by impruved building menu is better as for thay to make a patch the check will not break the file for players without the garbage bags
Jackd44  [author] 24 Jul @ 7:55pm 
also i just tested it for you, yes you can use broken garbage bags to build water collectors

not sure if i'd be able to change that one without messing with vanilla files tho sadly, so you'll just have to self-enforce repairing them before you use them if you want that immersion
Jackd44  [author] 24 Jul @ 7:47pm 
updated the russian translation, thanks :)

also yeah that's weird, the whole idea was meant to be that you'd have to carry the bag in another container. this could be another bag, but i always just imagined using your "pockets" (or whatever you wanna call the player inventory) until you can get it home and drop it off

of course you can't store large items in your regular inventory in tetris, but you should still be able to put broken bags (with stuff in them) inside other bags, sounds like a bug if it isn't working like that.
aquelarrefox 24 Jul @ 4:27pm 
Jo unexpected. Why you can't put into other bag? Or at least in Tetris you can. You can put empty containers into another container. You throw the content in the floor prior get into the good bag?

Someone check please, a broken trashbag could be used to craft or build a water connector?
похуй, обнулят 24 Jul @ 3:13pm 
The problem with putting on broken backpacks is solved, but from here comes another small problem:
Let's say your backpack broke at home. You can't put it on, you can't take it in your hand, you can't put it in a garbage bag or any other container to take it out of the house either (at least in the Inventory Teris mod I couldn't do it). In the end, it remains dead weight.
What I suggest:
1. Allow players to use scissors to cut backpacks to simply dispose of them or even get materials from unnecessary player bags. ( if we make bags as clothes in the game, then do it to the end :D )
2. Allow broken bags to be taken in hand. So that being in the wasteland, the player can at least throw it in the car and drive it home. ( Or take it out of the house, returning to the problem ).
похуй, обнулят 24 Jul @ 2:45pm 
Thanks for updating and supporting the mod, buddy!
There is a new translation: *TAP* [ctxt.io]
Jackd44  [author] 24 Jul @ 9:52am 
brilliant, i can sleep in peace :p

thanks!
Notloc 24 Jul @ 9:51am 
Yep, it all seems to work great now!
Jackd44  [author] 24 Jul @ 9:28am 
although you know, i never knew in like 500 hours of zomboid that you can drag things to those circles to equip them... huh. i didn't test for it specifically but it was working with your inventory ui so it should work fine for the circles too :D
Jackd44  [author] 24 Jul @ 9:25am 
haha yeah sorry was busy writing up the change notes, update should be live now
Notloc 24 Jul @ 9:21am 
Still on the old version, but found a bug where you can equip a broken bag by dragging it on the vanilla hand slots at the top-left of the screen.
Latest changes sound like they probably fix this.