Mods / Starter Kit
Tags:
#Utility
Author: Chain
Side: Server
Created: Mar 23rd at 9:01 PM
Last modified: Aug 26th at 11:34 PM
Downloads: 629
Follow Unfollow 33
Author: Chain
Side: Server
Created: Mar 23rd at 9:01 PM
Last modified: Aug 26th at 11:34 PM
Downloads: 629
Follow Unfollow 33
Latest release (for Vintage Story 1.20.6 - 1.20.7, 1.20.8 - 1.20.10, 1.20.11 - 1.20.12 and 1.21.0, potentially outdated):
StarterKit-1.1.0.zip
1-click install
Starter Kit
Adds a configurable starter kit with a few simple commands to modify it.
Commands
- /starterkit - Receive the items in the starter kit.
- /starterkit add <item> [amount] - Adds an item or modifies an existing item in the starting kit.
- /starterkit remove <item> - Removes an item from the starter kit.
- /starterkit list - List all the items in the starter kit.
- /starterkit reload - Reloads the config file.
- /starterkit modify_config - Modifies a value in config. Keys available: requiresPrivilege, privilege, removePrivilegeOnKitUse.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.1.0 | starterkit | 563 | Mar 25th at 4:33 AM | StarterKit-1.1.0.zip | 1-click install | ||
|
Added two new commands, reload and modify_config, and also fixed removePrivilegeOnKitUse not working before. Seems to work with the latests version. | |||||||
| 1.0.0 | starterkit | 66 | Mar 23rd at 9:06 PM | StarterKit-1.0.0.zip | 1-click install | ||
|
Initial upload, only tested on latest version but should work on earlier versions as well. | |||||||
HaMeRoN Not currently, sorry
cjc813 The mod should be able to use blockcodes, but I may need to check the api again and see if they changed something in recent updates that may be causing it not to work.
Honestly, I agree with you, the way I did the whole config and kit reusing part is a bit messy. The way I intended the mod to be used is for removePrivilegeOnKitUse to be set to true, the privilege to be set to something like "starterkit", and the requiresPrivilege value to be set to true. If you are to add the permission for "starterkit" to the default player group, this can allow them to only use it once because the privilege is then removed from the player but not the group. This can also allow for individual kit resets if necessary. It was mostly made for me to use in a server I am currently hosting, and I put it out there for others to use as well, but I may need to redo some of the commands to make it simpler for others to use. Also the fact that you have to look up itemcodes and blockcodes manually kind of bothers me, but it is a lot of extra work to add something extra to the mod to fix that, so I may just add a link to an up to date list somewhere in this mod page soon.
Ok, upon installation, this mod is not terribly useful, unless I'm overlooking something.
None of my players are able to use it without me modifying the config/permissions.
But, if I *do* modify the config, they can use it as many times as they want.
Not being able to just use it only once defeats the whole purpose of the mod.
I appreciate all your effort, and it's a great idea. It just doesn't seem fully implemented yet.
pretty neat mod, but does it only work with itemcodes?
i'm trying to give people an oil lamp to start with, and it doesn't seem to work. the block code is oillamp-blue-up.
doesn't seem to work?
can i add 5 of kits?
I am having trouble adding items to the starter kit. Whenever I use "/starterkit add Flint knife 1" it returns and error of "Error in argument 2 (amount): Not a number
For help, type /help starterkit
Please explain how to use this. I would like to have this working on my server.
Palorh Unfortunately, the way the mod is now does not allow that. I would need to either add a way to do it through a command which I think would be quite difficult or add a way to add an item from your own inventory that retains all attributes to the kit which would take a while. It will probably stay as is for now.
Hey Chain :) Nice mod
You know if it's possible to add a book with text, etc ... ?
Like a guide book for new player on my server ?
Thx for your reply
Khana There is no different command for testing if its working correctly or not right now, just know that just using /starterkit mc requiresPrivilege false should be enough, as the reload command is only there if you make changes to the config file itself.
as the admin il be needin to re get the starter kit to make sure its workincorrectly, do i need to reset the command with the /starterkit mc requiresPrivilege false command n reload or is there another command?
Tbh, unless specified in the config, a kit is supposed to only be received once per player, or unless an admin decides to gift an extra kit to a player.
DilanRona Since you set it so getting the kit doesn't require a privilege, then it will always allow anyone to get the kit regardless of whether 'removePrivilegeOnKitUse' is set to true or false. I may add a setting to allow someone to only get the kit a certain amount of times in the future but for now that is not a feature.
When 'requiresPrivilege' is set to false, I get the kit as expected. However, the Privilege is not removed, even though 'removePrivilegeOnKitUse' is set to true. So another kit can be requested immediately.
LokieJohn Sorry its taking me a while to respond, been busy. You would use "/starterkit mc requiresPrivilege false" or you would change that to false in the config manually and then "/starterkit reload", that disables the permissions, deleting the privilege string outright I have not tested so I am not sure how that works out.
I hadn't done anything except add an item to the kit, I tried removing any privilege there might have been but maybe I used the wrong command? What would I use to turn off privileges?
LokieJohn Did you turn off permissions through the modify_config command or through the file?
Having trouble accessing the starter kit, I have an item added but when I type /starterkit it says I don't have permissions and I've tried turning permissions off but no luck. Any idea what I'm doing wrong?
I haven't tested it with modded items, but for items with multiple words it would depend on how the mod developer implemented the item. Usually people add -'s in between words but it can change depending on the person.I will need to test with mods to be able to tell you anything.
Ok, so for a cart lantern in Cartwrights it would be "/starterkit add cartwrightscaravan:cartsmetalextra-cartlantern-base-lit-oak-copper 1" for a copper latern. It works just fine with modded items. For getting any modded item ids you can use the command /debug itemcodes (or /debug blockcodes for blocks) and look in Logs/server-main.log and everything should be there. Alternatively use the .edi command to enable the tooltip that shows the name of the item but sometimes its too long to see.
how do i formulate item names with multiple words. specifically modded items? I'm trying to add a Cart Lantern from Cartwrights
no items by default, meant for it to be different for each server so whoever installs it sets the items.
Interesting, does it come already with some items by default?
Excellent
Simple and useful :)