Mods / Rust Drops

Tags: #Creatures #QoL #Simplification #Tweak
Author: Faeldray
Side: Both
Created: May 20th at 4:54 PM
Last modified: 2 days ago
Downloads: 10222
Follow Unfollow 237

Recommended download (for Vintage Story 1.21.0 and 1.21.1):
zrustdrops-2.0.0.zip  1-click install


Tired of harvesting dozens of drifters after a long battle? Ever wondered why locusts and bells get all the special treatment? Well now drifters, bowtorn, and shivers will drop their loot automatically and their corpses will decay quickly! (In 0.1 hours)

What makes this mod different than say Instant Temporal-Mob Drops or Drifter Tweak? Well, this mod should be compatible with any other mod that adds drops to these mobs. (See Technical notes)

If you're using V1.2.0 and are using another mod that changes drifter/bowtorn/shiver drops, please update to V1.2.1 or higher! I messed up and V1.2.0 will possibly cause the extra loot to not work.

Tested with:


Any mods that I should test this with? Let me know!

Contains compatibility patches for:

 

Any mods that you're no longer getting the drops from? Tell me so I can make a compatibility patch!

Works great with Wilderlands Rustbound Drops if you want more loot from Wilderlands Rustbound mobs

Known Issues

Future Plans

  • More compat with Wilderlands Rustbound so all added mobs drop their loot without harvesting

Credits:

  • Cian (creator of Drifter Tweak) for providing the foundation of this mod
  • SpearAndFang for helping me figure out how to get compatibility working with Temporal Technology

Also check out my other mods:

Technical notes for the curious:

Spoiler!

There's a couple of ways that this mod tries to be compatible with any mod that adds drops:

  1. Instead of trying to add/remove/move the individual item drops from the harvesting section to the drops section, it moves everything all at once. So any items added to the harvesting section should appear in the drop section.
  2. In order to accomplish #1, the other mod needs to add their loot to the harvesting section first and then this mod needs to move everything to the drops section. This means that this mod needs to be loaded as close to last as possible, which is a bit tricky since there's no explicit load order. This was done through adding a "Z" on the modID/zip file since it's roughly alphabetical.

 

As for why compatibility for Wool 🙵 More was needed, that mod adds its drops to its own different harvesting section and so they weren't getting moved with all the other drops. I think they did it that way for config purposes. Anyways, I just needed to make sure that the Wool harvesting section was getting moved to the drops section as well.

 

Disclaimer: Many drifters, bowtorn, and shivers were harmed in the making of this mod. Like, a lot.

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
2.0.0 3409 Aug 27th at 6:17 PM zrustdrops-2.0.0.zip 1-click install

Updated to 1.21

  • Updated paths to entity files and renamed files to match
  • Removed new "ripharvestable" property from mobs
1.2.2
1.20.11 - 1.20.12
3211 Jul 11th at 8:23 AM zrustdrops-1.2.2.zip 1-click install
  • Added support for Wilderlands Rustbound Drops
  • Adding "survival" as a dependency seems to move it further down the mod load order
1.2.1
1.20.11 - 1.20.12
1310 Jun 22nd at 7:44 PM zrustdrops-1.2.1.zip 1-click install

Turns out the game version was very much needed to have it load late in the mod load order

1.2.0
1.20.11 - 1.20.12
1030 Jun 9th at 10:50 PM zrustdrops-1.2.0.zip 1-click install
  • Added Temporal Technology patch
  • Set patches to server side
  • Removed unneeded game dependencies
1.1.0 919 May 23rd at 6:35 AM zrustdrops-1.1.0.zip 1-click install
  • removed harvestability because it was causing server disconnects
  • reduced hours to decay down to 0.1
1.0.0 343 May 20th at 4:59 PM zrustdrops-1.0.0.zip 1-click install

Initial release


32 Comments (oldest first | newest first)

💬 Arisilde, 1 day ago

Faeldray  Fair enough 😁

💬 Darcmut, 1 day ago (modified 1 day ago)

Faeldray Sorry, I may have confused the behaviour of ripharvestable. From what I remembered, I thought it merely made it so Falxes (or rather, weapons with "ripharvest") have a chance to rip out extra loot per hit. But after rechecking, it just really harvests it out existing the existing loot inventory instead. Which is quite useless if I think about it :P
And makes sense why you removed it, since your mod makes it a little obsolete, especially if it also threw errors!

💬 Faeldray , 1 day ago

Arisilde This is just a content mod and I'm pretty sure those are functions for code mods so I don't think I can use them 😅 (and I don't know how to make a code mod)

Darcmut Because...the mobs are no longer harvestable with this mod? Also I can't quite remember because it's been over a month since I made that update but I vaguely recall there being some errors if I didn't remove that property. Why do you ask, is that causing an issue/error?

💬 Darcmut, 2 days ago
  • Removed new "ripharvestable" property from mobs

Why?

💬 Arisilde, 2 days ago

Heya, complete novice here so disregard if you're already aware, just responding to your technical note #2, just in case you weren't aware:

You can use ExecuteOrder() along with the alphabetical naming to control load order.

AssetsFinalize() is called after loading so you can use it to do things you need to happen after this stage, which is handy assuming the other mods aren't doing the same which puts you back in the same position 😅 I'm unsure if Finalize maintains the mod load order or not, but logically it might.

💬 Faeldray , 2 days ago

Sabanur It should work just fine with 1.21.1 since the mob paths are still the same. I went ahead and marked the latest version for 1.21.1 anyways though. If you do have any issues with it, please let me know!

💬 Sabanur, 2 days ago

What about 1.21.1? Would you update mod to that version of a game?

💬 Faeldray , Aug 27th at 7:27 PM

NylonCat No problem, glad to hear it's working again!

💬 NylonCat, Aug 27th at 7:05 PM

Faeldray Just tested against a bunch of shivers, drifters and bowtorn and it once again works flawlessly in all cases.
The gear thing is my bad, that was actually a change made by Monster Nugget Drops which - as you correctly pointed out - also broke and likely needs a similiar fix by its author. Apologies.

Thank you very much for taking the time to update your mod so quickly <3

💬 Faeldray , Aug 27th at 6:23 PM

NylonCat 1.21 changed where the entity files were located so my patches were just pointing at nothing. I've just released an update that fixes that and tests on my end show that it's working again. Let me know if you run into any issues though.

This also means that any other 1.20 mods that adds/changes rust mob drops are very likely not working either. Their authors will need to update for 1.21 as well.

On another note, this mod never changed the stack size of temporal gears, you must have had another mod that did that.

💬 NylonCat, Aug 26th at 7:31 PM

Using version 1.2.2 (for 1.20.12) in the latest 1.21 stable build and the mod sadly no longer appears to work.
I am not getting any kinds of errors during startup, nor the logs, nor any crashes.

Rust creatures killed simply no longer drop their loot table or despawn quickly. Temporal gears can no longer be stacked to 16. The Mod Manager shows it as enabled, so my assumption is that it simply doesn't load anymore.
I was previously running this alongside Monster Nugget Drops, but the above tests were done without that installed. I have no other mods that affect mob spawn, corpse despawn behavior or loot tables in any way.

💬 Faeldray , Jul 11th at 8:41 AM

Kassc It took me a while but I made a mod that adds drops back to bowtorn, drifters, and shivers when using Wilderlands Rustbound. Check it out!

💬 Faeldray , Jun 22nd at 7:45 PM

NikNik V1.2.1 should now work with Bowtorn Loot Overhaul

💬 Faeldray , Jun 20th at 5:47 PM

NikNik It's probably the Bowtorn Loot Overhaul mod but I'll have to test it to be sure (and then make a compat patch). Also, the fact that they just used the "game" modID for their patches makes me want to bonk them on the head with a plushie. Bad dev! Use your own modID!

💬 NikNik, Jun 19th at 4:54 PM

Thanks for the useful mod.

Game version 1.20.12.
Version 1.2.0 throws the following error:

Spoiler!

List mods:

Spoiler!

AltMapIconRendererContinued_1.20.10_v1.4.0.zip
apewindows-v1.20-1.2.0.zip
Auto Map Markers 4.0.1 (Vintagestory 1.20).zip
BackpackPackPlusFG-1.3.0.zip
BeanStacks1.1.zip
BetterRuinsv0.4.13.zip
BetterThanHeresy_1.2.13.zip
blockoverlay-4.4.0.zip
BowtornLootOverhaul.zip
Bushmeat Recipe v1.0.3.zip
CarryOn-1.20_v1.8.0.zip
CheaperSewingKit.zip
chiseltools1.14.18.zip
cob_tradercamps_1.1.5.zip
CombatRebalance_VS1.20_v1.2.1.zip
CommonLib_VS1.20.0-rc.1_net7_v2.6.1.zip
darkerdrifterspawns_1.1.0.zip
DrifterLootOverhaul.zip
ever_ripe_v1.0.0.zip
ExtraInfo-v1.9.5.zip
ExtraOverlays_VS1.20.1_net7_v1.5.0.zip
fernslikegrass1.2.1.zip
harvestice v1.0.0.zip
HelveHammerExtensions_VS1.20.0_net7_v1.7.0.zip
herbarium_1.4.0.zip
HudClockPatch_v1.0.4.zip
ImprovedHandbookRecipes_1.1.2.zip
jewelrytobits1.0.5.zip
JustTrapdoors_1.0.2.zip
kevinsfurniture_1.6.6.zip
Long-term food v0.2.1.zip
medievalexpansionpatch-1.2.0.zip
Monoceros-v1.2.5.zip
morecalcinedflint.zip
Mushroom 1.0.3.zip
mute_armour_client.zip
ndlwoodentorchholder_1.4.2.zip
NoBearJetpacks_1.0.2.zip
NoClayformingV0.0.1.zip
NoMoreDrifterThrowingRedux1.0.5.zip
oneroof_1.9.3.zip
particlesplus_1.1.1.zip
primitivesurvival_3.7.6.zip
PropickFix-1.1.1.zip
ProspectTogether-2.0.2.zip
RecyclingTools-v1.3.1.zip
RiftWardTweaks_v2.5.1.zip
SeasonedFirewood1.2.1.zip
SimpleTailoring_v1.1.6.zip
StepUpAdvanced_v1.0.7.zip
stillnecessaries_1.2.2.zip
StoneQuarry_VS1.20.0-rc.4_net7_v3.4.2.zip
TeleportationNetworkPatched_VS1.20.0_net7_v1.14.8.zip
Temporal Technology 1.1.3.zip
TentBag-2.2.0.zip
th3dungeon_0.4.2.zip
translocatormap.zip
undergroundmineslite_1.0.2.zip
usefulstuff17_1.4.0.zip
vsquest_v2.0.0.zip
vsvillage_v2.0.0.zip
VSVillageAgedv0.0.5.zip
VSVillageIndustrialv0.0.5.zip
VSVillageTowersv0.0.5.zip
warpnetwork_1.0.0.zip
WeaponPackAlphaUnofficial_1.6.0-b.zip
webstotwine.1.20.1.zip
wildcraftfruit_1.4.0.zip
workbench-expansion-patch-1.0.0.zip
worldgenfix-V.1.3.1.zip
zoombuttonreborn_2.0.0.zip

zrustdrops-1.2.0.zip

💬 Aimli_, Jun 10th at 5:50 AM

Faeldray understand 

💬 Faeldray , Jun 10th at 4:02 AM

Aimli_ See the note under Known Issues :)

💬 Aimli_, Jun 10th at 3:45 AM

Does it take effect on XSkills?

💬 Scorives, Jun 10th at 3:08 AM

Faeldray 

all fixed thanks agian appreciate it.

💬 Faeldray , Jun 9th at 10:52 PM

Scorives It took some figuring out but it should now be compatible with Temporal Technology!

💬 Scorives, Jun 8th at 2:04 PM
 
First I want to thank you for responding and for the work you do included below is all the mods i currently use but i believe the culprit is this one
Temporal Technology (1.1.3)
Temporal Technology - Locustmod resurection by DejFidOFF.
If there is anyotherinfo i can get you let me know as it is not causing a crash so i do not have any error other than the one i provided but im poretty sure this mod is the issue let me know if i can be of further help and thanks agian for looking at this.
 
139 installed mods
 
[Infinitum] Item Pickup HUD (1.2.2)
A client/server-side mod that shows a HUD of all picked-up items (ground, panning, hand grabs, etc.).
 
A Culinary Artillery (1.2.5)
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A Wearable Light (1.1.31)
This mod let's you an wearable light
 
Announcer! (1.0.1)
announcer mod i wanted to make hehe, can be used for announce p much anyuthing or sending basiclaly any commands whenever you need them to be sent
 
Art of Cooking (0.2.4) Bronze kitchen appliances. Kneading dough and shawarma.
 
Art of Growing (1.1.2) Realistic stages of crop growth, mowing grass and haystacks.
 
Art of Growing: Breeding Addon (1.1.0)
Cultivation of plants from wild to cultivated varieties.
 
ArtsXSkills (1.1.0)
Compatibility of the XSkills mod with the mods of the Arts series.
 
Astria Porta (0.0.4)
Use ancient artifacts of a long lost race to explore distant lands
 
autosifter (1.1.0)
Adds a vanilla-balanced auto-sifters which run on Mechanical Power.
 
Axle in blocks (1.20.1-rc.5)
Allows hide axle, gears and transmission inside bricks, dry stone and wooden planks.
 
Backpack Pack Standard Continued (1.0.0)
Overhauls the backpack system with new backpacks.
 
Bed Respawnner (1.0.0)
Using beds to set your respawn point
 
Better Crates (1.8.0)
Adds a new type of storage to the game.
 
BetterRuins (0.4.12)
Adds a lot of structures to the worldgen over and underground. Builders: Bellcross, Dampus, hřbitovník , Ifoz, Marlim, Ogdred, OnBean, Tiggetagg, Sirayne, Par, Quentin, StAdrian, SamGray, Tiggetagg, Vilderos, Virrnogamr, Freian, FemurSnapper, yapludepatte Writers: Blinky Dorf, Ifoz, dazedandconfused, GentleBoyHell, Joe Silent, moronwmachinegun
 
Blacksmith Enhancements (1.1.4)
Bring smithing to the next level
 
Bricklayers (3.0.3)
Bricks and stones may break bones.
 
Butchering (1.9.0)
Carry animals back to your place for proper butchering.
 
Capture Animals (2.8.1)
Capture them all!
 
Carry On (1.8.1)
Adds the capability to carry various things
 
Cartwrights Caravan (1.5.1)
Transport goods, set up trade, and journey in style
 
CaveTweaks (1.2.0)
Enhances cave generation for more interesting exploration!
 
chiseltools (1.14.18)
Quentin's Chiseling Tools'
 
Clayworks (0.4.6)
Dyable clay and beehive kiln support.
 
Combat Overhaul (0.3.9)
 
Combat Overhaul : Armory (0.2.4)
Weapons, shields and armor
 
CommonLib (2.6.1)
 
Config lib (1.5.3)
Configs library with YAML config format and in-game GUI
 
Conquest Blocklayer Overhaul (1.0.2)
Improves snow coverage on mountaintops and block transitions between soil fertility.
 
Containers Bundle (1.1.0)
Adds 6 new containers to enrich game's container progression
 
Continental World (1.1.0)
Alters the way oceans and landmasses are generated.
 
Core of Arts (0.2.3)
The main mod-library for other mods of the Arts series.
 
Crossbows IconCrossbows (1.2.0)
Medieval crossbows
 
Dana Tweaks (3.4.1)
Various tweaks
 
Dear ImGui (1.1.8) Brings famous immediate mode GUI to Vintage Story
 
Electrical Progressive: Basics (1.0.3)
Brings electricity into the game!
 
Electrical Progressive: Core (1.0.3)
Brings electricity into the game!
 
Electrical Progressive: Equipment (1.0.3)
Brings electricity into the game!
 
Electrical Progressive: QoL (1.0.3)
Brings electricity into the game!
 
Expanded Foods (1.7.4)
New recipes for existing food types.
 
Expanded Matter (3.2.2)
A library that extends the base game with new materials and variants.
 
Extendedcreation (1.1.4)
Adds more recipes and blocks.
 
Fauna of the Stone Age: Bovinae (0.2.4)
A collection of cattle, bison, buffalo and antelope from the Holocene.
 
Fauna of the Stone Age: Casuariidae Plus (1.1.4)
A collection of Australian flightless birds from human history.
 
Fauna of the Stone Age: Chelonioidea (1.0.2)
A collection of sea turtles from the Holocene.
 
Fauna of the Stone Age: Dinornithiformes Plus (1.0.17)
A collection of Moa and other New Zealand flightless birds from the Holocene.
 
Fauna of the Stone Age: Elephantidae (1.0.13)
A collection of elephants from the Holocene.
 
Fauna of the Stone Age: Iniidae Plus (0.1.3)
A collection of freshwater dolphins from the Holocene.
 
Fauna of the Stone Age: Manidae (1.0.16)
A collection of pangolin from the Holocene.
 
Fauna of the Stone Age: Meiolaniidae (0.1.6)
A collection of horned turtles from human history.
 
Fauna of the Stone Age: Rhinocerotidae (1.0.20)
A collection of rhinoceros from the Holocene.
 
Fauna of the Stone Age: Sirenia (1.0.22)
A collection of manatee and dugong from the Holocene.
 
Fauna of the Stone Age: Vombatidae Plus (0.4.2)
A collection of Wombats and relatives from the Holocene.
 
Fields and Plateaus (1.0.8)
Changes world gen to a more natural world that favors open fields and plateaus.
 
Floral Zones: Cape Region IconFloral Zones: Cape Region (1.0.22)
Adds plant life from the Cape Region.
 
Floral Zones: Caribbean Region (1.0.17)
Adds plant life from the Caribbean Region.
 
Floral Zones: Central Australia Region (1.0.14)
Adds plant life from the Central Australian region.
 
Floral Zones: Cosmopolitan Region (1.0.4)
Adds plant life with large, cosmopolitan ranges.
 
Floral Zones: East Asiatic Region (1.0.12)
Adds plant life from the East Asiatic region.
 
Floral Zones: Mediterranean Region (1.0.13)
Adds plant life from the Mediterranean region.
 
Floral Zones: Neozeylandic Region (1.0.13)
Adds plant life from the Neozeylandic region.
 
FoodShelves (2.2.1)
Contains various food shelves and food storage, mainly made to be used alongside Expanded Foods.
 
From Golden Combs (1.8.12)
Adding depth, variety, and complexity to Vintage Apiculture
 
Gourmand (1.7.0)
Health buff for eating a greater variety of foods.
 
HealthBar (1.0.7)
Shows a clean, distance-scaled health bar above mobs and players.
 
Helve Hammer Extensions (1.7.0)
Automatic forging for most things!
 
HHerbarium (1.4.0)
A library of useful plant classes
 
Hydraulics (1.0.0)
Adds water power for rivers
 
Immersive Wood Chopping (0.8.1)
This mod adds an immersive way of getting firewood by chopping logs in world
 
Immersive Wood Sawing (0.2.8)
More immersive way to make plank from logs by sawing
 
Kiln Spreading (1.0.1)
 
Labeled Trunks (1.0.5)
Adds labeled trunks to the game
 
Legacy of the Phanerozoic: Birds of Prey (1.0.17)
Adds severals dromaeosaurids to Vintage Story
 
Legacy of the Phanerozoic: Carnivorous Bull (1.0.10)
Adds severals abelisaurids to Vintage Story
 
Legacy of the Phanerozoic: Domed Head (1.0.9)
Adds the family of pachycephalosaurians dinosaurs to Vintage Story
 
Legacy of the Phanerozoic: Fused Body (1.0.18)
Adds the family of ankylosaurian dinosaurs to Vintage Story
 
Legacy of the Phanerozoic: Horned Crown (1.1.7)
Adds the family of ceratopsian dinosaurs to Vintage Story
 
Legacy of the Phanerozoic: Long Neck (1.0.20)
Adds the family of Macronarians dinosaurs to Vintage Story
 
Legacy of the Phanerozoic: Ocean Tyrant (1.0.13)
Adds severals Mosasaurids to Vintage Story
 
Legacy of the Phanerozoic: Plated Back (1.0.1)
Adds the family of stegosaurian dinosaurs to Vintage Story
 
Legacy of the Phanerozoic: Sailed Spine (1.0.23)
Adds severals spinosaurids to Vintage Story
 
Legacy of the Phanerozoic: Sharp Tooth (1.0.6)
Adds severals carcharodontosaurids to Vintage Story
 
Legacy of the Phanerozoic: Shovel Mouth (1.0.11)
Adds the family of hadrosauroids dinosaurs to Vintage Story
 
Legacy of the Phanerozoic: Tyrant King (1.4.0)
Adds severals tyrannosaurids to Vintage Story
 
lootableBloomery (1.0.0)
Simple mod adding Right Click loot functionality to the bloomery, no more breaking and replacing!
 
Millwright (1.2.4)
Building better windmills since 1386.
 
Mining Tools (1.1.4)
This mod gives you new tools for mining and clearing out large areas. You can use the Excavator as a replacement to the shovel and clear out 3x3 areas of dirt, sand, or gravel. The Mining Hammers allow you to cut 3x3 tunnels through stone to quickly get the ores and rock you need.
 
Monoceros: Ancient unicorns (1.2.6-pre.1)
Adds a unicorn as described by the ancient Greeks
 
More Animals (1.4.1)
Adds new animals for you to discover, exploit and nurture.
 
More Chute Rotations (0.0.2)
Adds more ways to rotate chutes.
 
More Piles (2.1.4)
 
Mushroom (1.0.3)
 
No offline food spoil (1.4.0)
Prevent player inventory food spoiling when the player is offline
 
Overhaul Library (0.2.8)
 
Panning product recycling (1.1.0)
Adds recipes to let you recycle arrowheads, spearheads and metal jewellery with a chisel!
 
Pet AI (3.4.3)
Mod that focuses on implementing various new AI behaviours and tasks centered around taming.
 
Place Every Item (2.2.2)
 
Plains and Valleys (1.0.11)
Changes world gen to a more natural world that favors open plains and valleys between mountains and hills.
 
Player Corpse (1.11.1)
 
Primitive Survival (3.7.7)
Traps, fishing, and a whole lot more (ft. Siddly, BluryFace, CaptainOats, JapanHasRice, and Brady_The)
 
ProspectTogether (2.0.5)
Stores and displays prospecting data on the map and allows sharing data between players. Based on ProspectoInfo by P3t3rix.
 
RepairMe (1.1.0)
A simple whetstone to restore durability a limited amount of times.
 
Rivers (4.5.0) Standalone version of rivers.
 
Room Tools (1.3.1)
Enables players to toggle the room debug overlay
 
Rust & Railroads Reborn (2.0.11)
Rust & Railroads reborn
 
Rust Drops (1.1.0)
Rust/temporal corpses auto-drop loot and decay quickly
 
Rustbound Magic (2.5.6)
Adds magic to Vintage Story.
 
Rustbound Magic XSkills Compatibility (0.2.1)
Adds XSkills XP when killing mobs from the Rustbound Magic mod.
 
SmithingPlus (1.6.0-rc.2)
Add bits when smithing and other tweaks
 
Snow Caps (0.0.0)
Accompanying mod for Terra Prety which replaces one ice blocklayer with snow to eliminate peculiar glaze of ice on mountain peaks and other regions.
 
Some Disassembly Required (1.6.7)
Burn, break and disassemble extra building blocks into useful materials
 
SpecializedBags Revived (1.1.2)
Specialty Carry Bags
 
Stability Checker (1.0.0)
Adds a command to check the stability of the players current location
 
Steel and Blister Steel melt at 1499C (1.0.1)
Makes steel and blister steel melt at 1499C, so you can use them in a bloomery.
 
Stone Bake Oven (1.1.6)
Creates a usable large stone oven for baking.
 
Stone Quarry (3.4.3)
 
Stone Railings (1.3.0)
Stone railings, especially a sloped ones to use with staircases.
 
Storage Controller (1.1.5)
Adds a central block for sorting storage
 
Substrate (1.1.2)
 
Tabletop Games (2.10.4)
A literal tabletop simulator to play real-world tabletop games or create your own
 
Temporal Technology (1.1.3)
Temporal Technology - Locustmod resurection by DejFidOFF.
 
Temporalog (1.6.0)
Logs server metrics to InfluxDb which are then visualized in Grafana
 
Terra Prety: Coastlines & Continents (7.0.0-pre.2)
A redesign of worldgen to feel more natural, beautiful and enjoyable to traverse.
 
Th3Essentials (2.11.0)
Th3Dilli's essentials mod
 
The Critters Pack (0.9.4)
Adds Hedgehogs, Ducks, Robins, Waxwings, Squirrels, Yaks and more...
 
The Working Classes (1.0.4)
Adds profession based classes to Vintage story. Pick a profession and work alongside your fellows, or take on the world alone in a new way
 
The Working Classes Combat Overhaul Rustbound Magic Compatability (1.0.1)
The mod makes the 3 mods mentioned compatable. It is only needed if you intend to use all three.
 
Tools Animations (1.0.2)
 
Torch Holder Smithing Plus (1.0.0)
Adds a recipe for smithing torch holders with more metal options.
 
Trait Acquirer (0.9.6)
Allows you to acquire additional traits through gameplay.
 
Useful Drifter Loot (1.2.1)
Adds some more drops to all drifter loot tables, mostly aims at making lower tier drifters actually worthwhile to cut open.
 
Vintage Engineering (0.3.11)
Extending End-Game content with machines and electricity. Includes an API to enable other modders to use the power system.
 
VSinstruments Base (2.0.3)
Base for the instruments mod
 
vsinstruments_quackpack (1.0.2)
The instruments pack for the VSInstruments mod. This contains the sound and model files.
 
Wildcraft: Trees and Shrubs (1.3.1)
Adds an assortment new trees and shrubs
 
Wolf taming (3.0.6)
Mod that focuses on making wolves tameable and usable by the player.
 
Xandus Inventory Tweaks (1.8.0)
Provides a collection of small tweaks to improve the inventory handling.
 
XLib (0.8.16)
Adds a leveling and an effect api to the game.
 
XSkills (0.8.19)
Adds skills to the game.
💬 Faeldray , Jun 8th at 8:20 AM

Scorives It looks like you have something called "locustmod" that changes drifters or their drops. I don't know which mod that is but if you can point me to it, I might be able to make a compatibility patch for it.

💬 Scorives, Jun 8th at 12:01 AM

7.6.2025 18:42:54 [Server Error] Patch 0 (target: game:entities/land/drifter.json) in locustmod:patches/survival-entities-land-drifter.json failed because supplied path /server/behaviors/9/dropsByType/*-corrupt/- is invalid: The json path /server/behaviors/9/dropsByType/*-corrupt/- was not found. Could traverse until /server/behaviors/9, but then 'dropsByType' does not exist. Full json at this path: {
"code": "CombatOverhaul:EntityColliders",
"elementsByType": {
"*-double-headed": {
"Body",
"Abdomen",
"Kupris"
],
"Head": [
"Torso": [
"Extra neck",
"Extra head",
"Neck 1",
"Head 1",
"Neck 2",
"Head 2"
],
"Arm": [
"L upper arm",
"L lower arm",
"R upper arm",
"R lower arm"
],
"Leg": [
"L feet",
"R thigh",
"L shoulder",
"R feet"
],
"Critical": [],
"Resistant": []
},
"*": {
"Torso": [
"Body",
"Abdomen",
"Kupris"
],
"Head": [
"Neck",
"Head"
],
"L shoulder",
"L upper arm",
"Arm": [
"L lower arm",
"R shoulder",
"R upper arm",
"R lower arm"
],
"Leg": [
"L thigh",
"L feet",
"R thigh",
"R feet"
],
"Resistant": []
}
}
}
"L thigh",
"R shoulder",
"Critical": [],
7.6.2025 18:42:54 [Server Error] Patch 1 (target: game:entities/land/drifter.json) in locustmod:patches/survival-entities-land-drifter.json failed because supplied path /server/behaviors/9/dropsByType/*-deep/- is invalid: The json path /server/behaviors/9/dropsByType/*-deep/- was not found. Could traverse until /server/behaviors/9, but then 'dropsByType' does not exist. Full json at this path: {
"code": "CombatOverhaul:EntityColliders",
"elementsByType": {
"*-double-headed": {
"Torso": [
"Body",
"Abdomen",
"Kupris"
],
"Head": [
"Extra neck",
"Neck 1",
"Head 1",
"Neck 2",
"Head 2"
"Extra head",
],
"Arm": [
"L shoulder",
"L upper arm",
"L lower arm",
"R shoulder",
"R upper arm",
"R lower arm"
],
"Leg": [
"L thigh",
"R thigh",
"R feet"
],
"Critical": [],
"Resistant": []
},
"Torso": [
"Body",
"Abdomen",
"L feet",
"*": {
"Head": [
"Neck",
"Head"
],
"Arm": [
"L shoulder",
"L upper arm",
"L lower arm",
],
"R upper arm",
"R shoulder",
"Kupris"
"R lower arm"
],
"Leg": [
"L thigh",
"L feet",
"R thigh",
],
"R feet"
"Critical": [],
"Resistant": []
}
}
}
7.6.2025 18:42:54 [Server Error] Patch 2 (target: game:entities/land/drifter.json) in locustmod:patches/survival-entities-land-drifter.json failed because supplied path /server/behaviors/9/dropsByType/*-nightmare/- is invalid: The json path /server/behaviors/9/dropsByType/*-nightmare/- was not found. Could traverse until /server/behaviors/9, but then 'dropsByType' does not exist. Full json at this path: {
"code": "CombatOverhaul:EntityColliders",
"elementsByType": {
"*-double-headed": {
"Torso": [
"Body",
"Abdomen",
"Kupris"
],
"Head": [
"Extra neck",
"Extra head",
"Neck 1",
"Head 1",
"Neck 2",
"Head 2"
],
"Arm": [
"L shoulder",
"L upper arm",
"L lower arm",
"R shoulder",
"R upper arm",
"R lower arm"
"Leg": [
],
"L feet",
"R thigh",
"R feet"
],
"Critical": [],
"L thigh",
},
"Resistant": []
"*": {
"Torso": [
"Body",
"Abdomen",
"Kupris"
],
"Head": [
"Neck",
"Head"
],
"Arm": [
"L shoulder",
"L upper arm",
"L lower arm",
"R shoulder",
"R upper arm",
],
"Leg": [
"L thigh",
"L feet",
"R thigh",
"R feet"
],
"R lower arm"
"Critical": [],
}
"Resistant": []
}
}
7.6.2025 18:42:54 [Server Error] Patch 3 (target: game:entities/land/drifter.json) in locustmod:patches/survival-entities-land-drifter.json failed because supplied path /server/behaviors/9/dropsByType/*-normal/- is invalid: The json path /server/behaviors/9/dropsByType/*-normal/- was not found. Could traverse until /server/behaviors/9, but then 'dropsByType' does not exist. Full json at this path: {
"code": "CombatOverhaul:EntityColliders",
"elementsByType": {
"Torso": [
"*-double-headed": {
"Body",
"Abdomen",
],
"Head": [
"Extra neck",
"Extra head",
"Neck 1",
"Head 1",
"Neck 2",
"Head 2"
"Kupris"
],
"Arm": [
"L shoulder",
"L upper arm",
"L lower arm",
"R shoulder",
"R upper arm",
"R lower arm"
],
"Leg": [
"L thigh",
"L feet",
"R thigh",
"R feet"
"Critical": [],
"Resistant": []
},
"*": {
],
"Torso": [
"Body",
"Abdomen",
"Kupris"
],
"Neck",
"Head"
"Head": [
],
"Arm": [
"L shoulder",
"L upper arm",
"L lower arm",
"R shoulder",
"R upper arm",
"R lower arm"
],
"Leg": [
"L thigh",
"L feet",
"R feet"
],
"R thigh",
"Critical": [],
"Resistant": []
}
}
7.6.2025 18:42:54 [Server Error] Patch 4 (target: game:entities/land/drifter.json) in locustmod:patches/survival-entities-land-drifter.json failed because supplied path /server/behaviors/9/dropsByType/*-tainted/- is invalid: The json path /server/behaviors/9/dropsByType/*-tainted/- was not found. Could traverse until /server/behaviors/9, but then 'dropsByType' does not exist. Full json at this path: {
}
"code": "CombatOverhaul:EntityColliders",
"elementsByType": {
"*-double-headed": {
"Torso": [
"Body",
"Kupris"
"Abdomen",
"Head": [
],
"Extra neck",
"Extra head",
"Neck 1",
"Head 1",
"Neck 2",
"Head 2"
],
"L shoulder",
"L upper arm",
"L lower arm",
"Arm": [
"R shoulder",
"R lower arm"
],
"Leg": [
"L thigh",
"L feet",
"R thigh",
"R feet"
],
"R upper arm",
"Critical": [],
"Resistant": []
},
"*": {
"Torso": [
"Body",
"Abdomen",
"Kupris"
],
"Head": [
"Neck",
"Head"
],
"Arm": [
"L shoulder",
"L upper arm",
"L lower arm",
"R shoulder",
"R upper arm",
"R lower arm"
],
"Leg": [
"L thigh",
"L feet",
"R thigh",
"R feet"
],
"Critical": [],
"Resistant": []
}
}
}

💬 Faeldray , May 23rd at 6:45 AM

Kida_Mei Just released the update removing harvestability from the mobs. I tested it out on my server and didn't experience any disconnects so we should be good to go. Let me know if you run across any more issues though.

Mackeroni I did the testing with XSkills and it looks like that the Looter skill is not affecting drops like it should. Upon looking at the XSkills code again, I think what's happening is it adds the extra loot when the player is harvesting and so no harvesting = no extra loot. Which actually is a bit of an issue outside of my mod because it means that bells and sawblade locust are also not affected by Looter. I checked by murdering a bunch of bells as a test and sure enough, they don't appear to drop extra loot either. No one probably noticed because they're encountered so rarely. So I'm going to submit a ticket with XSkills to see if they'll get the Looter skill to work with non-harvested mob drops.

💬 Kida_Mei, May 22nd at 4:26 PM

Faeldray Thank you, I'll keep an eye out for an update! Cuz it was very nice when we weren't constantly disconnecting ourselves by accident! 😂

💬 Faeldray , May 22nd at 6:44 AM

Mackeroni TBH I don't know how it interacts with XSkills. I tried looking at the source code but I'm not proficient in C# and I couldn't make heads or tails of it enough to find out. I'll try adding it to my test world and sacrificing some drifters in the name of science to see if the drops get added before the harvesting or not. So I'll get back to you on this.

Kassc I appreciate the offer of money but I have a full time job so the issue isn't money but time lol. I'll add it to my "mod ideas" list, I have a couple others on there already.

Kida_Mei Sorry about that, I didn't get the error/disconnect until trying the mod on my own server as well! It was perfectly fine in single player. I'll probably just turn off harvesting for those mobs as a solution. I'll try to make the change and test it on my server tomorrow, I'll let you know when it's ready.

💬 Mackeroni, May 21st at 9:25 PM

Kida_Mei Yeah, getting the same error as you are on my multiplayer server. The instant loot drop does work, but if you "harvest" it too, the player gets force disconnected. Interestingly, when you get back in you can open the carved mob.

💬 Kida_Mei, May 21st at 6:24 PM

I tried this on my multiplayer server briefly and had to remove it. Any time someone would attempt to carve one of the bodies (mostly just out of habit by this point) it would throw and unhandled exception through the server and disconnect the offending player. I unfortunately don't have access to it the crashlog right now, I'd have to reinstall it and test again to get it!

💬 Kassc, May 21st at 12:21 PM

Faeldray
Most of the larger monster of Wilderlands Rustbound do have drops, but would love to have a mod that adds drops for Drifters/Bowtorns/Shivers! The risk of wasting weapon/armor durabilility and health figthing them for absolute no drops just makes everyone ignore these monsters by running away and despawning them.

If you have somewhere I can donate some money, glady drop a few dollars for a mod that adds standard drops for these rust monsters! 

💬 Mackeroni, May 21st at 11:24 AM

Here's a curveball question. What about with xskills? There's a Combat skill called Looter that increases the "loot drops" from non-animals by 10% and 20%. Does that get taken into account by this mod?

I'm not sure how it's implemented, but I'm guessing the skill is 'loaded' when you open the loot/harvesting window of the creature. (Skin it)

💬 Faeldray , May 20th at 6:17 PM

Kassc Wilderlands Rustbound straight up removes all the drops from drifters, bowtorn, and shivers so it would be difficult to make the loot drop.😅 I feel like that's out of the scope for this mod but I have considered making another one that adds them back in

💬 Kassc, May 20th at 5:57 PM

Oh sweet, this looks very promising!
Wonder if it works with "Wilderlands Rustbound"?

 (edit comment delete)
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