Mods / Repairable Locust
Author: Pal_5000
Side: Both
Created: Nov 8th 2023 at 8:27 AM
Last modified: Nov 15th at 9:08 PM
Downloads: 19414
Follow Unfollow 281
Recommended download (for Vintage Story 1.21.0 and 1.21.5):
RepairableLocust_1.5.0.zip
1-click install
Tired of always loosing your bronze buddy?
This mod allows clockmakers to actively heal or revive bronze locusts after they have been destroyed in combat. Alongside generally improving and adding many small QoL features to them!
Prodding hacked locusts with a tuning spear now repairs them, This is how you can heal locusts before they are destroyed in combat. If a locust is killed you can still fix them using the new "Locust Restoration Kit" which is a consumable item that will revive the locust when used on their corpse, be quick as they only last for 24 hours! And beware that corrupt locusts have a failure chance when it coems to being revived from death!
Locusts now appear as owned creatures on the world map. No longer must you lose where your mechanical friend went while wandering around!
Locusts will now flee from most enemies briefly when low on health, so keep an eye out and repair them when they start to run.
This mod also makes it so only Shift + Right Click will toggle the "Follows" / "Waits" state on locusts.
Hacked locust lightbulbs are no longer automatic, and are toggled manually with Ctrl + Right Click.
Hacked locust bulbs are now colored a temporal-ish green.
Bronze locusts have had some of their stats buffed too, note these changes are only applied to HACKED locusts, normal locusts remain unchanged:
- Combat Tier 2 -> 3
- Attack Damage 1.5 -> 3.8 (Same as a Tin Bronze spear)
Hacked Locusts now feature a very notable "Damage Cap" mechanic, allowing them to face tougher enemies without immediate player oversight. If the locust is about to take more than 5 damage, the damage is reduced to 5. This means the normal Bronze Locust can withstand up to 4 hits at max damage and will briefly flee after taking 3 hits. You can tell when the damage is reduced as the locust will emit a more distinct hurt sound.
(Also note there is a cap to this cap, if 100 or more damage is taken it will not apply and the locust will die instantly.)
Aside from these notable features this mod makes various other tiny tweaks to hacked locust behaviour to make them subtly keep up better with the player.
If installing to a save game in progress existing locusts will not get all features from this mod, but new ones will. In short simply kill your present locust either immediately or by letting it run its course! The next locust can be maintained from that point on, most updates should work after but if some features from a new update dont seem to apply get a new locust first!
Oversights / Known Issues:
There's a bug where a tuning spear will seemingly disappear after opening your inventory after repairing a locust repeatedly for awhile. This bug is not introduced by this mod and can occur without this mod loaded by repeatedly hitting a corpse and opening your inventory as well. Luckily it is largely visual, simply grab your spear out of the supposedly empty slot. Other interactions can also correct it.
This will likely have compatibility issues with mods that alter the stats of hacked locusts or that add their own repairable locusts. Or it may work well it depends on how they patch and effect locusts!
If you use a mod that allows you to have more than one locust the ownership and the map icon will behave weirdly, this is because VS only allows one owned entity by varying type per player.
I recommend using the Animal Cages mod to transport both hacked locusts and Mechanical Companions through translocators, simply add them to the list of possible entities for small cages through the config.
Old description for pre 1.21 rework:
Tired of always loosing your bronze mechanical buddy?
This mod allows clockmakers to actively heal or revive bronze locusts after they have been destroyed in combat.
Upon death, hacked bronze locusts will drop scattered parts that can be used in the crafting grid alongside a wrench and soldering iron to revive the locust. Repairing a locust takes 25 points of durability off the wrench and 1 solder bar of any type. You must be a clockmaker to repair a locust.
You can also prod hacked locusts with a tuning spear to repair them before they are destroyed. Locusts will now flee most enemies for a short duration when low on health, so keep an eye out and repair them when they start to run.
This mod also makes it so only Shift + Right Click will toggle the "Follows" / "Waits" state on locusts.
Hacked locust lightbulbs are no longer automatic, and are toggled manually with Ctrl + Right Click.
Hacked locust bulbs are now colored a temporal-ish green.
Bronze locusts have had some of their stats buffed too, note these changes are only applied to HACKED locusts, normal locusts remain unchanged:
- Combat Tier 2 -> 3
- Attack Damage 1.5 -> 3.8 (Same as a Tin Bronze spear)
- Health 18 -> 25 (This has been replaced with the "Damage Cap" mechanic added in version 1.4.0 and beyond.)
Hacked Locusts now feature a "Damage Cap" mechanic, allowing them to face tougher enemies without immediate player oversight. If the locust is about to take more than 5 damage, the damage is reduced to 5. This means the normal Bronze Locust can withstand up to 4 hits at max damage and will briefly flee after taking 3 hits. You can tell when the damage is reduced as the locust will emit a more distinct hurt sound.
(Also note there is a cap to this cap, if 100 or more damage is taken it will not apply and the locust will die instantly.)
Unfortunately corrupted locusts are far too twisted to be repaired after death. Although they still have a use since their stats are superior to a bronze locust even with the buffs.
Hacked locust bodies now instantly disappear instead of taking 24 hours.
Existing Locusts may need to be replaced for the changes of v1.3.0 and beyond to fully apply!
Checkout the companion mod "Upgradeable Locust" which allows you to enhance your bronze buddy even further using expensive items to convert them into a sawblade variant!
Oversights:
A clockmaker can gift repaired locusts to other players if they toss them the item and do not place it themselves.
Repaired hacked locusts stack to 64, in theory in you could build up a large reserve of locusts and deploy them as they die in combat.
I recommend not taking advantage of these oversights and sticking to one locust per clockmaker.
There's a bug where a tuning spear will seemingly disappear after opening your inventory after repairing a locust repeatedly for awhile. This bug is not introduced by this mod and can occur without this mod loaded by repeatedly hitting a corpse and opening your inventory as well. Luckily it is largely visual, simply grab your spear out of the supposedly empty slot. Other interactions can also correct it.
This will likely have compatibility issues with mods that alter the stats of hacked locusts or that add their own repairable locusts.
Works fine with the "Hacked Locusts" mod.
I recommend using the Animal Cages mod to transport both hacked locusts and Mechanical Companions through translocators, simply add them to the list of possible entities for small cages through the config.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.5.0 | repairablelocust | 4119 | Sep 1st at 8:29 AM | RepairableLocust_1.5.0.zip | 1-click install | ||
|
MAJOR REWORK OF THE MOD - DO NOT USE IN OLDER VERSIONS THEN 1.21
Heavily reworked mod and added new features. For starters, locusts no longer drop a repair item, to revive them you now use a fancy new toolkit item directly on their corpse. Corrupted Locusts can now be revived, although there is only a 50% chance of success. A Player's Hacked Locust now has "ownership" similar to the Tamed Elk, meaning they will appear on the world map, even when unloaded. No longer must you accidently lose your friends when they wander off! Added in game handbook entry that explains most important changes. Fixed repair sounds playing more than once. There is now a tiny cooldown between repair actions.
Almost everything was changed in some small way during update. | |||||||
| 1.4.1 | repairablelocust | 5127 | Mar 20th at 4:13 AM | RepairableLocust_1.4.1.zip | 1-click install | ||
|
No actual gameplay changes, updated patch that adds fleeing behaviour to not fail for 1.20.5 | |||||||
| 1.4.0 | repairablelocust | 4130 | Dec 15th 2024 at 4:02 AM | RepairableLocust.zip | 1-click install | ||
|
Major update and balance rework to factor in new enemy types. Buffed Bronze Locust damage to 3.8 (Same as a Tin Bronze spear) Increased frequency of teleports when player is moving fast to better keep up, far from perfect. (Especially with Elks!) | |||||||
| 1.3.0 | repairablelocust | 3703 | Apr 25th 2024 at 11:21 PM | RepairableLocust.zip | 1-click install | ||
|
Mod now features code. Player must now Shift + Right Click to toggle the "Follows" / "Waits" state on locusts. Hacked locust lightbulbs are no longer automatic, and are toggled manually with Ctrl + Right Click Hacked locust bulbs are now colored a temporal-ish green. Light Toggling and Repairing actions have custom sound affects. Destroyed hacked locust corpse items now glow slightly so they can be spotted in the dark. Existing Locusts may need to be replaced for the changes to fully apply! | |||||||
| 1.2.0 | repairablelocust | 1709 | Nov 21st 2023 at 11:53 AM | RepairableLocust.zip | 1-click install | ||
|
Improved patch accuracy for bronze locust stat tweaks, and added compatibillity for the new companion mod "Upgradeable Locust". | |||||||
| 1.1.0 | repairablelocust | 375 | Nov 8th 2023 at 10:57 PM | RepairableLocust.zip | 1-click install | ||
|
Changed repair recipe to use a soldering iron and a bar of any solder alongside the wrench, which now takes half the amount of damage per repair. (25 instead of 50.) | |||||||
| 1.0.0 | repairablelocust | 248 | Nov 8th 2023 at 9:28 AM | RepairableLocust.zip | 1-click install | ||
|
Fixed a spelling mistake. | |||||||
Unfortunate, though I wonder how difficult it would be to 'sew' the sawblade onto it as an addition, maybe on the back of the bulb?
this all comes from the guy whose been finding 'pets' for other class exclusives, like a whole damn shiver for malefactors lmfao
SpookyJ Funnily Enough I do have a mod called Upgradeable Locust thats out of date that allowed you to upgrade the bronze locust into a sawblade variant, although ever since the repair kit rework I've stopped working on that mod as I didnt really find myself using it much and prefer the look of the bulb locusts, alongside it being very strong for a purely class exclusive thing.
I can't say I really have plans to revive it but the idea is definitely neat still.
This is a neat little QOL mod but have you thought about taking it further with something like locust upgrade kits? rather than giving locusts a stat buff you could have to work for it a bit, maybe even kill a few buzzsaws for a rare drop that lets you increase the attack damage of your locust. You could also have a defense upgrade that lets it tank more hits etc.
Gantradies Just load them and test, it really depends how they do it, if the mod patches locusts, then as long as it does not override the entity class like I do they will probably work fine. If its a new mob thats swapped in then my changes wont apply.
@spb1234 As for Poly Locusts ever since the version 1.5.0 of Repairable Locusts, I warn in the known issues section that if you have more than one locust at a time the map marker / ownership in general will behave radically as the ownership will constantly jump between locusts controlled by you. So even if it still largely works do be aware of that problem as its normally resolved by the locusts fighting to the death.
ill second the question-
the author of LT mentions that it probably wouldnt work together as-is-
technically seperate mobs, i think?
Pal_5000
Does this work with the Locust Taming Mod that uses PetAI to manage tamed locusts by non clockmaker classes?
Additionally, I see that Poly Locusts mentions implementing compatibility with this mod, is there any confirmation that they are compatible currently? Or would it be best to wait for confirmation from Iphour?
Also also, does this or will this include repairability to corrupt locusts, instead of only bronze locusts?
I wish there was a mod that allows other classes to tame locust. I was a different class and changed to clockmaker 80 hours in to use this mod!
Pal_5000 yes I went through several rounds of locust spawnings and hacking trying to get them able to be repaired by the thing. The only other mod I was using that impacted locusts was Poly Locusts which I removed a few times in my testing trying to get both this and that one to work. I believe I even went into a creative world, spawned new locusts, killed them, and tried to revive them using the kit but it wasn't working. I can try more specific testing if it would help.
CharlieSoulfire Indeed it is hard coded last I checked, nothing to do with my mod sadly.
Celly Surprised I missed this apologies, was the locust you were trying to repair spawned before the mod was added? If so that will sadly cause them to not work but all future ones should, also other mods patching locusts may effect this.
I have confirmed that it checks for class and not trait, and I suspect it is hardcoded since nothing in ythe game's assets folder explained this behavior.
Pal_5000 Does it check for classes/players with the Tinkerer trait or check for the Clockmaker class, specifically?
I can't seem to repair dead hacked bronze locusts on 1.21.1. I'm right-clicking with the repair kit but nothing happens.
Note that a major rework has been released so the way mod behaves is potentially different so any past problems need testing again, apologies for not getting to these comments in the past.
IsaBachir
Odd, well latest version hacking definitely works, watch out for the class check, it applies to the spear even if you have class specific recipies turned off last I checked.
Redison
This was very nice! Apologies for not adding it, the latest version reworks all the items and adds new text so sadly I can't just pop this in after the fact.
For some reason i cant hack locusts, you seem to be active on the companion mod so i assume its something on my end, or is this outdated?
Translation into Russian
Translation into Russian of your mod. Thanks for your work!I'm noticing the hacked bronze locust when put on "wait" still moves around fairly frequently when in the base game a hacked bronze locust would sit in some spot on "wait." Is this possibly a bug or is there something I did that I can do to fix it? It's crawling all over our cellar and I don't want it to light itself on fire haha.
It also seems to be lagging our dedicated server but I don't know if that's just my connection or not. I'm on 1.20.7 so maybe that's it? The lag only happens after I interact with the locust.
Edit: The lag wasn't due to the locust, it was due to the minimap zoom (which makes sense), however it still moves around a lot while put on wait but I think the vanilla one might do that too.
FishSwalad
You should be able to make the changes you want with some pretty basic Json patch operations, I wont give a guide here but for this specifically (And for easily making tweak mods like you want) there is a tool in the game called the Mod Maker, here's the wiki link here: https://wiki.vintagestory.at/Special:MyLanguage/Modding:Inbuilt_ModMaker
Given your looking to make simple changes I'd ask for help in one of the community hubs if you're having a hard time.
Hi, i am trying to give the hacked bronze locust and extra 2hp and maybe somehow increase it's light raqdius, do You have any idea how to do this -this is my first time messing aroudnw ith files
Yesss thank you!
MrDGrim
i1kana
Released an update that should fix it, thank you both for reporting!
yup. errors in patch 1.20.5
The game throws this error in the new 1.20.5 stable release
18.3.2025 13:15:59 [Error] Patch 1 (target: game:entities/land/locust-hacked.json) in repairablelocust:patches/locust-patches.json failed, following Exception was thrown:
18.3.2025 13:15:59 [Error] Exception: Index must be within the bounds of the List. (Parameter 'index')
at Newtonsoft.Json.Linq.JContainer.InsertItem(Int32 index, JToken item, Boolean skipParentCheck, Boolean copyAnnotations)
at Newtonsoft.Json.Linq.JArray.Insert(Int32 index, JToken item)
at JsonPatch.Adaptors.JsonNetTargetAdapter.AddReplace(AddReplaceOperation operation)
at JsonPatch.Adaptors.BaseTargetAdapter.ApplyOperation(Operation operation)
at Tavis.PatchDocument.ApplyTo(IPatchTarget target)
at Tavis.PatchDocument.ApplyTo(JToken jToken)
at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.ApplyPatch(Int32 patchIndex, AssetLocation patchSourcefile, JsonPatch jsonPatch, Int32& applied, Int32& notFound, Int32& errorCount) in VSEssentials\Loading\JsonPatchLoader.cs:line 334
Pal_5000 ok. didnt know that. thank you
ChristsRisen
It should be! The only thing that is likely to trip you up at that point is the vanilla game behaviour of the spear having a 0% chance to hack a locust if used by a different class. (I dont know if this has been changed, but even turning off class exclusive recipies wouldn't affect this!)
Once you actually have a hacked locust though, all the content of this mod should work fine with class exclusive recipies turned off.
is this playable with another class if you have class exclusives turned off in your world? thx
Pal_5000 Thanks. Thats a lifesaver. Could I humbly request that gets added to one of the descriptions of one of your two mods? <3
Styxus
Funnily enough, I actually posted the specific settings I use to carry the two Locusts and my other mechanical companion in the comments on the Mechanical Companion mod page. Take a look at that page, scroll down abit into the comments, and you should find the settings for animal cages to carry them.
This might be a silly question, but what is the entity code for the hacked bronze locust, hacked corrupted locust, and hacked bronze sawblade locusts from these mods. I tried to find it with commands but can't seem to find which commands. I was looking for IDs, but those didnt help. (I am trying to use Animal Cages).
WastedWanderer It works fine on 1.20.3 I even used it mainly then, I was just selecting the last few 1.20 versions so the little tag in the release said "Various v1.20.X", it should work perfectly fine for all the 1.20 versions so far apologies for the confusion.
i noticed the 1.20. skips 1.20.3 is it compatiable with *.3 and just a typo or unknown?
YellowWizard The 1.19.7 version ought to work just fine. The only one of my mods so far that really needed any desperate updating to work with a newer version so far has been Craftable Companion making the leap to 1.20 due to changes with entity inventories. Even the newest version might work but I'm not as sure.
Is there a 1.19.8 version?
SovietSwede Thank you for your appreciation. They are from this outdated but still partially working mod: "Piing's Hats"
Nice work with this mod!
Somewhat unrelated question. The goggles worn in the screenshot, what are they? where are they from?
can i use this as any class? i dont want to have to change my class just to mess with locusts
@Pal_5000 - Question on compatability, but does this mod have any issues when it comes to XSkills' scrapping ability?
This mod is such a breath of fresh air, Im really enjoying it, thank you!
The only thing more I think I could want from it is the ability to repair our little locus buddy faster without him dying first.
Maybe you could hold right click on a hacked locus with a wrench to gradually manually heal it back up, the speed based on teir of wrench perhaps?
@Alatyr That's actually a really solid idea. Thank you. Might release an update to do exactly that.
I would recommend adding a soldering iron and solder to the crafting grid. And reduce the waste of wrench strength by half accordingly.