Mods / Thievery
Authors: Chronolegionaire, Nightingale33
Side: Both
Created: Jan 10th at 6:18 AM
Last modified: Oct 26th at 2:25 AM
Downloads: 12881
Follow Unfollow 217
Recommended download (for Vintage Story 1.21.0, 1.21.1 and 1.21.2-rc.3 - 1.21.5):
thievery_1.2.6.zip
1-click install
Thievery
Welcome to Thievery, a mod that overhauls the vanilla reinforcement system to allow for key usage and (if enabled) lock picking! Now with locked ruins!
Confirmed Compatibility:
CarryOn
Tera Prety
Better Ruins or any world gen mod that adds new structures through vanilla methods and/or doesn't alter vanilla generation code.
Part 1: Lock and Key
Lock and key is the first part of the Thievery system.
Features:
Keys: Keys can be smithed at an anvil out of any metal. When initially smithed, a key is unpaired, shift right clicking a reinforced and padlocked block (see vanilla reinforcement system) will open a dialogue to rename your key and pairs it to that block permanently. Keys can lock and unlock padlocked blocks with sneak+right click. Only the original locker of a block or a member of a a group that has been given permission can pair key to a block. Keys can be duplicated with a key pressing.
Key Pressings: Through clayforming you can make an unused key pressing, essentially a small pad of raw clay. With your paired key (or any nefariously obtained keys) right click the unused pressing to create a key pressing. Fire this in a pit kiln like normal to create a key mold that creates duplicates of your desired key.
Locktool: A locktool is a tool used to rekey blocks that have been locked with the same lock pattern as another block. Simply sneak+right click a block while on the copy tool mode to memorize its lock pattern and sneak+rightclick another block while on the paste mode to paste your lock pattern onto other blocks. Only the original locker of a block or a member of a group that has been given permission can copy or paste lock patterns onto blocks.
Lockpick and Tension Wrench: Lockpicks and Tension Wrenchs are small tools to allow the unauthorized unlocking of blocks. By default only Clockmakers and Malefactors have the knowledge necessary to use lockpicks. To pick a lock, hold your tension wrench in your off hand and lockpick in your main hand and hold sneak + right click on a locked block to begin picking it. As you pick you will damage your tools, and the stronger material the padlock is made of, the longer it will take. These tools can be smithed on an anvil out of tool metals. See the lockpicking handbook entry for guidance on the mini game. See in game handbook for lockpicking guide.
XSkill Integration: WIP (I have decided that I am going to just write a companion mod for this as adding it without making it a dependency has been a huge headache, because of this though, it is going to go into lower priority and will be worked on after part 2 and 3 are done)
ConfigLib Support: Supports config lib to allow server owners to fully configure lockpicking behavior.
Ruins can generate with locked doors and containers requiring lock picking to get into them. Optionally ruins can be set to generate reinforced building blocks requiring lockpicking or finding weak points to get in.
Future plans:
Potentially do unique models for each key metal type.
NOTES: I highly recommend keeping a backup key IN your house hidden somewhere in case you die in the wilds and drop your key and have your spawn point set inside your locked house.
Part 2: Sticky Fingers and Loose Purses
Features:
Malefactors (configurable to any trait) can pick the pockets of other players. Hold sneak + right click while behind someone to start picking their pocket and on success (configurable chance) you will steal one item from their back pack. If you do not succeed there is a configurable chance that they will be notified of the intrusion!
Xskill Integration will come for this to have a Thief class that gets bonuses to this feature.
Part 3: Thief's Downfall (NOT IMPLEMENTED WIP)
Features:
Traps and trappable blocks.
Trap Detection and Disarming
Current configuration options can be changed in the thieveryconfig.json file located in your modconfig folder after launching a world with the mod installed once.
🔠Lockpicking & Tool Damage Settings
-
LockPicking: (Default: true) – Master switch for enabling or disabling the lockpicking system.
-
PadlockDifficulty (1–100): Sets the difficulty rating for a padlock. If the minigame is off, this value affects how long it takes to pick the lock.
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LockPickDamageChance: Chance that tools (lockpicks/tension wrenches) take damage when the minigame is off. By default, 10% every 4 seconds.
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LockPickDamage: Amount of damage tools take if a damage check succeeds when the minigame is off.
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RequiredTraits: List of traits that grant the ability to pick locks. (delete all entries in the brackets to allow every class to pick locks.)
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AgedKeyDamageChance: Chance an aged key takes damage when used.
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AgedKeyDamage: Amount of durability damage aged keys take when triggered.
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LockToolDamage: How much durability is lost on a lock tool each use.
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OwnerExempt: If true, block owners can bypass locks and interact freely with their own locked objects.
-
BlockLockpickOnLandClaims: If true, land-claimed blocks cannot be picked by outsiders.
- ExplosionsAffectPlayerReinforcement: If true, explosions also affect player made structures (default false)
- ExplosionReinforcementDamage: Min and max damage that stone blasting bombs do to reinforcement (default 50-150)
- ExplosionDamageContainerContentsChance: Per item chance that an item will be destroyed when a container is blown up. (0.2 or 20%)
🚠Worldgen Locking & Reinforcement
-
StructureLockChance: Chance (0–1) that generated structures spawn locked. With just this setting on, ONLY blocks that are lockable will generate with reinforcement and locks. (Default: 0.30 / 30%)
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StructureMinReinforcement: Minimum reinforcement value for locked structure blocks. (Default: 50)
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StructureMaxReinforcement: Maximum reinforcement value for locked structure blocks. (Default: 100)
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ReinforcedBuildingBlocks: (Default: true) – If true blocks in structures are reinforced and may require finding weak points and/or lockpicking to access. This setting only reinforces craftable blocks, non craftable blocks are not reinforced to make them easier to collect. Note that this will only apply to newly generated structures, because of this I recommend start a new world if you intend to play with this feature.
-
ReinforceAllBlocks: (Default: false) – If true, all blocks in a structure are reinforced.
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StructureKeyChance: Chance (0–1) that a generated structure spawns with a matching key (Structure must have a container). (Default: 0.03 / 3%)
🎮 Lockpicking Minigame Config
-
LockpickingMinigame: (Default: true) – Enables the interactive lockpicking minigame. If false, falls back to passive lockpicking system.
-
LockpickDamageBase: (Default: 1.5) – Base durability damage per click to the lockpick.
-
TensionWrenchDamageBase: (Default: 0.5) – Base durability damage per tick to the tension wrench, before difficulty multipliers.
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InitialDamageMultiplier: (Default: 3) – Extra starting durability damage multiplier applied to the tension wrench at the beginning of the minigame. (Set to 0 to disable).
-
BindingOrderThreshold (0–100): (Default: 75) – Difficulty threshold after which locks require picking pins in a specific order.
-
HotspotForgivenessBins (0–0.5): (Default: 0.15) – Extra tolerance range for successfully hitting a lock “hotspot.”
-
ProbeLockoutMinutes (1–120): (Default: 10) – Minutes a lock is unpickable for the same player after breaking it, to prevent repeated exploit attempts.
-
ProbeBreakChanceIncrement (0.0–1.0): (Default: 0.05 → 5%) – Added break chance per probe press after free uses are exhausted.
-
ProbeFreeUses (0–10 / -1 = infinite): (Default: 6) – Number of free probe attempts without break risk. Set to -1 to have infinite probe uses.
-
PermanentLockBreak: (Default: false) – If true, locks permanently break for the same player after failure.
📦 Loot & Rewards (LockpickRewardsConfig)
-
Enabled: (Default: true) – Master toggle. If false, no loot or gears drop from lockpicking.
Tier Loot Config (Easy, Medium, Hard, Brutal)
Each tier uses the same structure:
-
Rolls: Maximum number of loot picks per reward grant. (Default: 5)
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EmptyWeight: Weight that represents “no item.” If 0, every roll yields an item. (Default: 5 in defaults)
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Pool: Weighted loot entries (
Code,Min,Max,Weight). Wildcards allowed. -
GearsMin / GearsMax: Rusty gear drop range for non-container blocks.
Default Tier Pools (summarized): Item pools are fully configurable, you can also specify specific items to add them directly to a loot pool.
-
Easy: Seeds, kitchen goods, fuel, low-tier resources, cloth/accessories (low). (Gears: 1–3)
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Medium: Ores, kitchen, copper tools/weapons, cloth/accessories (medium). (Gears: 2–5)
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Hard: Ruined weapons, armor, high-status cloth/accessories, ingots. (Gears: 4–8)
-
Brutal: Rare loot (lanterns, tuning cylinders, paintings, Jonas items), high-status gear, armor. (Gears: 6–12)
🚫 Structure Blacklist
-
StructureBlacklist: List of structures (domain:filename.json) that should never spawn locks or reinforcements.
Examples:-
tradercaravan:traderwagons1.json -
tradersettlement:large-1.json -
tradercaravan:rustytraderwithtent-1-rock-shale.json
-
and many more covering caravans, wagons, settlements, and unique trader prefabs.
🪙 Pickpocketing Settings
- PickPocketing: (Default: true) – Master switch for enabling or disabling the pickpocketing system.
- stealFullStack: (Default: false) – If true, stealing takes the entire item stack instead of a single item.
- RequiredTraits: List of traits that grant the ability to pickpocket. (Default:
["pilferer"]) (delete all entries in the brackets to allow every class to pick pockets.) - baseSuccessChance: (Default: 0.35 → 35%) – Base chance of a successful pickpocket attempt.
- alertChance: (Default: 0.35 → 35%) – Chance that the target notices the pickpocket attempt and becomes alerted.
- PickpocketSeconds: (Default: 1.6) – Time in seconds required to complete a pickpocket attempt.
Bug Reports:
I will NOT provide support or assistance with bugs in the comments section of this download page
To get assistance, please go to the Thievery mod thread on the Official Vintage Story Discord and provide:
1: Description of issue and steps to reproduce
2: When pertinent: Your server-main and client-main logs found in vintagestorydata/logs
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.2.6 | thievery | 3187 | Sep 14th at 4:22 AM | thievery_1.2.6.zip | 1-click install | ||
|
Stone blasting bombs can now be used to destroy locks and block reinforcement on world generated locked structures. (can be toggled on in config to also work on player reinforced structures)
Blasting a lock removes the lock but does not give any benefits like additional gears or additional items in chests. Furthermore blowing up a chest has a 20% (configurable) chance to destroy items in the chest.
New Config Options: ExplosionsAffectPlayerReinforcement: If true, explosions also affect player made structures (default false) ExplosionReinforcementDamage: Min and max damage that stone blasting bombs do to reinforcement (default 50-150) ExplosionDamageContainerContentsChance: Per item chance that an item will be destroyed when a container is blown up. (0.2 or 20%) | |||||||
| 1.2.5 | thievery | 791 | Aug 27th at 3:51 AM | thievery_1.2.5.zip | 1-click install | ||
|
Pickpocketing! Malefactors (configurable to any trait) can pick the pockets of other players. Hold sneak + right click while behind someone to start picking their pocket and on success (configurable chance) you will steal one item from their back pack. If you do not succeed there is a configurable chance that they will be notified of the intrusion!
New Block: Key Hook, see handbook for recipe. Can be attached to walls and be used to store up to 9 keys per hook. Comes in all wood varieties!
Key default name changed to reflect the material they are made of.
Aged keys found in ruins can be recycled into Molybdochalkos bits. (see handbook for recipe)
Several new config options related to pick pocketing
| |||||||
| 1.2.4 | thievery | 152 | Aug 25th at 9:33 PM | thievery_1.2.4.zip | 1-click install | ||
|
Rebalanced configs (I highly recommend deleting configs to regenerate the new defaults, that being said lockpick durability might be a little too high still, need more play testing)
Locked blocks will show their locktype and difficulty rating so you can gauge whether or not you want to attempt picking it. | |||||||
| 1.2.3 | thievery | 250 | Aug 25th at 4:37 AM | thievery_1.2.3.zip | 1-click install | ||
|
Added support for generating locked "village" style overground structures. (Not story content related, clusters of generated surface structures). This should make all surface spawning structures added by world gen mods such as Better Ruins properly generate with locks and reinforced blocks.
Patch for rusty doors (all variants) so they now properly interact with the locking system (their behaviors are setup wrong in their vanilla json so they actually didn't even work with the vanilla locking system either). | |||||||
| 1.2.3-rc.7 | thievery | 35 | Aug 25th at 3:55 AM | thievery_1.2.3-rc.7.zip | 1-click install | ||
|
Added support for generating locked "village" style overground structures. (Not story content related, clusters of generated surface structures). This should make all surface spawning structures added by world gen mods such as Better Ruins properly generate with locks and reinforced blocks.
Patch for rusty doors (all variants) so they now properly interact with the locking system (their behaviors are setup wrong in their vanilla json so they actually didn't even work with the vanilla locking system either). | |||||||
| 1.2.2 | thievery | 56 | Aug 24th at 10:36 PM | thievery_1.2.2.zip | 1-click install | ||
|
Small bugfix to error thrown when shutting game down with Thievery installed. | |||||||
| 1.2.2-rc.7 | thievery | 23 | Aug 24th at 10:32 PM | thievery_1.2.2-rc.7.zip | 1-click install | ||
|
Small bugfix to error thrown when shutting game down with Thievery installed. | |||||||
| 1.2.1 | thievery | 398 | Aug 23rd at 11:55 AM | thievery_1.2.1.zip | 1-click install | ||
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1.20.12 backported version of latest thievery | |||||||
| 1.2.1-rc.7 | thievery | 30 | Aug 23rd at 12:01 PM | thievery_1.2.1-rc.7.zip | 1-click install | ||
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Missed a couple lang entries | |||||||
| 1.1.9 | thievery | 23 | Aug 23rd at 11:15 AM | thievery_1.1.9.zip | 1-click install | ||
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Configurable loot bonus on successfully picking the lock on a world generated block - Scales with lock difficulty Added skeleton key - an unbreakable lockpick that instantly unlocks locks (can only be spawned via creative menu) Numerous new config options related to loot generation and probing. | |||||||
| 1.1.8 | thievery | 36 | Aug 19th at 9:10 PM | thievery_1.1.8.zip | 1-click install | ||
|
Mini game playtest! Currently the mini game does require audio to complete, I am looking into a way to make it hearing impaired friendly but that is still WIP. Config Overhaul to modernize and make config easier to maintain. Lock Tools now operate on tools modes, you still have to sneak right click to use either tool mode, but now you can choose copy and paste. Locks can now be picked if they are unlocked and upon finishing the mini game the lock will be relocked so you can hide your trail! All lang drivable text is now localization friendly. Xskills WIP, no skills yet but framework is in place. More to come very soon. New config options: Stop lockpicking on landclaims. Defaulted to off, turning on makes locked chests on land claims protected from intrusion. (I am unable to properly test this on my end, server owners please test this option and let me know if its working) Trait requirements are now custom list driven, if a player has any of the traits in the list, they will be able to pick locks. To make it open to all classes, simply delete the default contents of the list in the config. Various config options to tweak mini game.
| |||||||
| 1.1.7 | thievery | 93 | Jul 27th at 11:03 PM | thievery_1.1.7.zip | 1-click install | ||
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Recompiled for .NET 8 NOT BACKWARDS COMPATIBLE | |||||||
| 1.1.6 | thievery | 2772 | Apr 18th at 11:52 PM | thievery_1.1.6.zip | 1-click install | ||
|
New config option: Structure Lock Blacklist. Structures in this list are exempt from getting locks. By default all trade locations are black listed. | |||||||
| 1.1.4 | thievery | 1113 | Mar 12th at 12:03 AM | thievery_1.1.4.zip | 1-click install | ||
|
Config Refactored: Not noticeable for users but a lot easier for adding new options. | |||||||
| 1.1.3 | thievery | 290 | Mar 7th at 4:30 AM | thievery_1.1.3.zip | 1-click install | ||
|
Lock Tool Damage per use config option | |||||||
| 1.1.2 | thievery | 598 | Feb 28th at 4:38 AM | thievery_1.1.2.zip | 1-click install | ||
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Aged keys will now generate in ruins containers with a 3% chance by default. | |||||||
| 1.1.1 | thievery | 325 | Feb 26th at 11:42 PM | thievery_1.1.1.zip | 1-click install | ||
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New Config Option ReinforceAllBlocks. When on in tandem with Reinforced Building Blocks, all structural blocks willl be reinforced including blocks that are normally only obtainable from ruins. | |||||||
| 1.1.0 | thievery | 106 | Feb 26th at 1:58 AM | thievery_1.1.0.zip | 1-click install | ||
|
Actual fix for carryon dependence. | |||||||
| 1.0.9 | thievery | 134 | Feb 25th at 3:07 AM | thievery_1.0.9.zip | 1-click install | ||
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Another hotfix for potential null issues with padlocks. | |||||||
| 1.0.8 | thievery | 43 | Feb 25th at 2:34 AM | thievery_1.0.8.zip | 1-click install | ||
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Hotfix for accidental carryon dependence | |||||||
| 1.0.7 | thievery | 186 | Feb 24th at 4:39 AM | thievery_1.0.7.zip | 1-click install | ||
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Thievery locking system will now generate in randomly generated structures and ruins. Will not work on existing chunks, only newly generated chunks. Configurable chance (default 30%, set to 0 to turn off. Highly recommend trying it with 100% as it adds a lot more to ruin delving) for containers and doors to generate pre locked by the long lost inhabitants of the ruins, requiring someone knowledgable in lockpicks to open them. By default, structures themselves will not generate with reinforcement, however for an extra challenge you can turn on structure reinforcement which will reinforce all building blocks (craftable variants only, uncraftable variants like cobbleskull and aged wood/stone are never reinforced). Reinforcing building blocks requires you to either lockpick your way into ruins barred by locked doors or find weak points to dig your way in. | |||||||
| 1.0.6 | thievery | 279 | Feb 17th at 11:45 PM | thievery_1.0.6.zip | 1-click install | ||
|
Null safety handling for keys. | |||||||
| 1.0.5 | thievery | 273 | Feb 12th at 1:43 AM | thievery_1.0.5.zip | 1-click install | ||
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Non-Owners of blocks can now interact with and use keys as intended. | |||||||
| 1.0.4 | thievery | 149 | Feb 11th at 1:58 AM | thievery_1.0.4.zip | 1-click install | ||
|
Fix Key ground transform | |||||||
| 1.0.3 | thievery | 46 | Feb 11th at 1:35 AM | thievery_1.0.3.zip | 1-click install | ||
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Another fix for land claim exemption for locked blocks. | |||||||
| 1.0.2 | thievery | 359 | Feb 2nd at 11:27 PM | thievery_1.0.2.zip | 1-click install | ||
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Fix for non owner key interaction. | |||||||
| 1.0.1 | thievery | 500 | Jan 27th at 4:44 AM | thievery_1.0.1.zip | 1-click install | ||
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Blocks that need to be locked for protection are now exempt from land claim system protection, you must reinforce and lock those blocks for security now. | |||||||
| 1.0.0 | thievery | 582 | Jan 10th at 6:19 AM | thievery_1.0.0.zip | 1-click install | ||
|
Initial Release | |||||||
Yeah I kinda figured that out when I read there was a JSON, there's my reading comprehension lol.
LadyBlakeHammer
Yes, just delete the default trait and leave the brackets empty for the required trait config entry.
Are you able to turn off requirements?
Chronolegionaire
i was thinking only at merchants, and the items would have been taken from the items they are currently selling, but now that you make me think about this you know what would be really cool (if possible, but this would be an even bigger overhaul)?
this would be an enrmous overhaul just to have some more loot chest with a different challenge, but it would be really immersive
Caelthran
I can look into adding pickpocketing for npcs, but I'm not really sure what items would be best to attempt to steal (maybe a loot pool based on the target) and also the random steal and detection chance thing might be better done in a ui for npcs so that would take a decent overhaul of the way its down now so it would definitely take some time to work out. I'm definitely interested in that as a future addition though.
Pizza
I am not able to reproduce any crashes with just vs village and its village addons and thievery installed. Please send your server-main log in the github issue so I can try to recreate your servers mod setup to reproduce.
Seems not to be compatible with "VS Village", i have opened a github issue a few days ago.
@Chronolegionaire this is really cool! Do pick pocket work on npc like for example, merchants?
If not, is it something you are interested in adding? It would be a waste of a cool feature fornpeople that play mainly single player
Geekio
Currently working on both a keychain and a thieves tool kit pouch for holding keys and lockpicks/tension wrenches respectively. No eta as of yet though!
Feature suggestion:
A new wearable "keychain" - a belt with inventory slots for keys. It could let you retain keys after dying. (not to mention a big keychain on the belt could be stylish for town guards or sheriffs).
Cleric
Make sure you are using the key on the "main" block of doors which for multi block doors like regular wooden doors or iron doors would be the bottom block.
Hello!
I seem to be having issues getting the keys to work. Installed on my server, can smith the keys, door is iron reinforced and padlocked, however crough clicking or sneak+Shift+Right click brings up no key menu.
Used it in the past, love the mod. Wondering if I missed something stupid. Perhaps something in the config I messed up?
Thanks for the help!
Chronolegionaire
Sorry I just really dislike when people gripe about ai art on mods
I don't know if you think the shade was aimed at you, but it wasn't. I genuinely liked the original cover.
Snowfall94
Would've actually used this if not for the cheeky text. As a consolation for the hard work I just swapped the thumbnail with one of the screenshots.
I drew you a cover

I took the time (like literally the same amount of time it took to write up this here comment/description) to draw it
Forgot the lantern and plant in the background but oh well I gave it minimal effort (still took me only like 5 minutes max)👥
ZeroAresIV
If you'd like to make me an icon I'd be more than happy to replace it
I'd like to use this mod, but i dont think i can with one with an AI-Generated icon
It'd be awesome if we could make some kind of thief toolkit to carry extra lockpicks or other tools sometime! A belt that carries just certain thief tools or a bag we make with slots just for them.
@Chronolegionaire i had no idea timing was a thing... i thought it was like.. releasing within a range
Syfe
I can definitely make a video tutorial here at some point, but I can't commit to a time frame on that. Alternatively if someone else makes one I will gladly showcase it on the mod page!
But the gist is, hold left click till you hear the "correct" click and let go right when you hear it to set a pin. Be careful of letting go on "false" clicks or it can potentially unset pins you previously set. Left and right to change pins. Probe a pin to get its current status (binding, set, unset). If its binding, you need to move to a different pin that is not binding and work that instead. Once all pins are set, the lock will unlock. Kind of have to work with memory to preserve your safe probes. I highly recommend smithing a copper, bronze, iron, and steel lock to make practice chests to learn on. Copper shouldn't have any false sets or binding so you can work on getting your timing down there and keep moving on to harder locks till you get the process down.
....so am i just really dumb? i cant seem to get any locks open, even after disabling tool damage for the picks. i feel like im just fumbling around in the dark with the minigame even though i feel like i should know what im doing for the sake of a video game mechanic.. esp after watching lockpicking channels a decent bit and having good luck on Project Zomboid's lockpicking. ive only opened two locks and ive no idea what i did to accomplish either of them x.x a video tutorial would be a godsend
v 1.2.6 released!
Stone blasting bombs can now be used to destroy locks and block reinforcement on world generated locked structures. (can be toggled on in config to also work on player reinforced structures)
Blasting a lock removes the lock but does not give any benefits like additional gears or additional items in chests. Furthermore blowing up a chest has a 20% (configurable) chance to destroy items in the chest.
New Config Options:
ExplosionsAffectPlayerReinforcement: If true, explosions also affect player made structures (default false)
ExplosionReinforcementDamage: Min and max damage that stone blasting bombs do to reinforcement (default 50-150)
ExplosionDamageContainerContentsChance: Per item chance that an item will be destroyed when a container is blown up. (0.2 or 20%)
Delete your thievery config and let it regenerate.
@chronolegionaire I can only interactwith the lock when sneaking and holding right click which makes a green circle fill up and a lock picking sound but nothing else comes up and the lock does not unlock, my tools entire durability gets consumed in the process with no luck
Im not sure what you mean by only probe locks as that is a feature in the mini game itself, not something you can do outside of it.
For some reason I am only able to probe locks, the minigame does not come up when attempting to unlock a chest or door.
Make sure you are pairing with the "main" block if its a multiblock. (Left most block for chests, bottom left for doors.) And make sure you didnt accidentally pair it with another block and canceled the naming dialogue.
ok thanks. also, my key wont pair with a lock. is there a reason for this?
As noted in the description. By default lockpicking is gated for the pilferer and tinkerer traits. (Malefactor and clock maker by default). If you want to lockpick with a different class you need to either add one of that classes traits to the config or delete all the traits in the config (leaving empty brackets) to allow every class to pick locks.
every time i try to lockpick it says "you do not know how to use a lockpick" please help
Chronolegionaire, What im saing, we have 2 aproaching options, Cause i run in a issue after a castle invasion in my server (the issue was we dominated the castle, all chests locked we coud not open or break them no fun) So what im sugest for you 2 aproachs for the Thief can have, The louder and the silent, you can pry open the chest, lot of noise, the other on is the silent aproch, thats all
V1.2.5 Released
Pickpocketing! Malefactors (configurable to any trait) can pick the pockets of other players. Hold sneak + right click while behind someone to start picking their pocket and on success (configurable chance) you will steal one item from their back pack. If you do not succeed there is a configurable chance that they will be notified of the intrusion!
New Block: Key Hook, see handbook for recipe. Can be attached to walls and be used to store up to 9 keys per hook. Comes in all wood varieties!
Key default name changed to reflect the material they are made of.
Aged keys found in ruins can be recycled into Molybdochalkos bits. (see handbook for recipe)
Several new config options related to pick pocketing
3Kz4
I'm not sure what you're asking, the lockpicking game is already mostly sound based. I do think there is already a mod for blowing up reinforcement with bombs. I do want to avoid crowbars though as it would be the same as just breaking the blocks reinforcement down and would not really provide much other than a way to just quickly break open locks anyway.
i know is too much for ask i know this Rpg way in locks, but i want something more realistic, hearing sound the clics to know if im in the correct position and more use a crowbar, blow the lock with a flintlock idk (watch the Lockpicklayer to learn how i lock works ) your mod is weasome btw but, can you do a Realismus version of it?
v1.2.4 released for 1.21.0
Rebalanced difficulty configs, I highly recommend deleting configs to get new defaults. (lockpick durability damage might be a bit overtuned, needs more play testing. Structure key spawn chance might be too low as well, they are very rare by default)
Locked blocks will display their locktype and difficulty so you can make a more educated decision on whether to attempt picking it.
Just a psa, default balance really needs some tuning so I don't recommend playing on a long term world unless you tweak balance yourself. Should have a release with much better balance for loot generation and tool durability over the next day or so.
Akari_Enderwolf
It's something I cobbled together myself to try and gamify real life lockpicking. Will hopefully have a video up of it in action this weekend along with some new screenshots. If you do try it out, let me know what you think!
What kind of minigame does the mod have? I ask because there are a number of different lockpick minigame styles.
v1.2.1 released!
Configurable loot bonus on successfully picking the lock on a world generated block - Scales with lock difficulty
Lock probing - Press shift to probe a pin to get its status (set/unset/binding). By default you can only probe a lock 6 times. Probes above this amount have a chance to break the lock for a configurable duration (or permanent based on config).
Scrapped xlib base code - I will revisit this with a companion mod for xlib compatibility after I implement part 2 and 3 so that I can get really detailed with the skills.
Added skeleton key - an unbreakable lockpick that instantly unlocks locks (can only be spawned via creative menu, added to help me debug but I imagine it will come in handy for server admins)
Numerous new config options related to loot generation and probing.
berserkus
I've not tested it but If they are lockable by the vanilla block locking system then they should work fine. If not then they likely need a specific patch to make them compatible.
Is this compatible with decorative chests made from QP's Chisel Tools?
V1.1.8 Released!
Only compatible with Vintage Story 1.21
Mini game playtest!
Lockpicking will now require a mini game to be completed instead of just a timer. Balance on the mini game is still very much a WIP and feedback on balance is very much welcome. (currently it might be a little too difficult on harder locks). (turn off in config to go back to timer based picking)
Currently the mini game does require audio to complete, I am looking into a way to make it hearing impaired friendly but that is still WIP.
Config Overhaul to modernize and make config easier to maintain.
Lock Tools now operate on tools modes, you still have to sneak right click to use either tool mode, but now you can choose copy and paste.
Locks can now be picked if they are unlocked and upon finishing the mini game the lock will be relocked so you can hide your trail!
All lang drivable text is now localization friendly.
Xskills WIP, no skills yet but framework is in place. More to come very soon.
New config options:
Stop lockpicking on landclaims. Defaulted to off, turning on makes locked chests on land claims protected from intrusion. (I am unable to properly test this on my end, server owners please test this option and let me know if its working)
Trait requirements are now custom list driven, if a player has any of the traits in the list, they will be able to pick locks. To make it open to all classes, simply delete the default contents of the list in the config.
Various config options to tweak mini game.
Idk men, modding is weird in this game, I add some mods, works fine, add few more and game lags, then delete the ones you added and game still lags, even without mods. I dont think its issue of ur mod but Vintage Story itself when it comes to modding
Sianks
This mod doesn't alter world generation at all (it only hooks into what is already there) and doesn't touch any code that would disrupt better ruins. Make sure you have the correct version of both better ruins and thievery for the version of vintage story you have installed.
I dont think its working with BetterRuins tho... When i installed Thievery and created world with Better ruins, I could only see vanilla ruins all over the map.
Sianks
It will work with any mod that adds new world gen structures! The only caveat is that thievery needs to be installed before a structure is generated for it to get locks and such. So on an existing world, any already explored chunks will not have any locks generated.
I couldnt find that information anywhere, but Better Ruins works with newely implemented Locked Ruins???
That'd be awesome! I was thinking of making a little rat or goblin creature that tries to pick pocket players, too but I haven't figured that out lol.
Verlia
Eventually that is the plan, I had gone on hiatus for like 5ish months and just got back so I am implenting back log requested features and finishing the lock picking mini game and xskills integration and I will work on the pick pocketing next!
Is there pick pocketing seraphs/other players as well? 🤔
MikeSyrup
Yep I'll add that to the todo list.
Could we get a config that allows us to make it so you cannot pick locks on claims?
An_Sar
Should be very easy to implement that, I'll throw that on the to do list for next version.
Reuploaded as 1.1.6 with zero changes because windows apparently thinks the number 1.1.5 is a virus. Should be downloadable now.
It would be interesting if you could use lock picks to re-lock something.
v1.1.5
New config option: Structure Lock Blacklist. Structures in this list are exempt from getting locks. By default all trade locations are black listed.
Lockpicking mini game alpha test: Still very WIP and buggy. It is off by default so only turn it on for TESTING purposes.
v1.1.4
Config Refactored: Not noticeable for users but a lot easier for adding new options.
New config option: Owner Exempt (default false), if true, block owner ignores lock state and can always open/interact with locked blocks.
Chronolegionaire
That'd be fantastic, no complaints aside from that so far using the mod. Much nicer than using commands and the config options are great to have.
WhoAteMyCake
I could fairly easily do a config option for that so I can throw it in the next version for ya. It was suggested elsewhere to do it to where having the key in your inventory made it so you didn't have to manually unlock/lock blocks (which would be a little cumbersome to implement) but just falling back to the vanilla system for owners based on a config option would be really straight forward.
Any chance you could add a feature to let doors be used by the lock owner without a key? I like this mod for a more immersive experience with friends but the key taking up space and having to be actively used is just another thing to keep track of. I'd rather them be punished for trying to take my items lol
v1.1.3
Lock Tool Damage per use config option
Xelonie
Thank you! Glad you enjoy it!
This is an amazing mod, love the protection on ruins feature, it gives a new layer for ruins exploration and is very fun to play with
v1.1.2
Aged keys will now generate in ruins containers with a 3% chance by default.
Aged keys are old and brittle and will break after a few uses. Keys are paired to the ruins they were found in and will unlock locked doors and chests in only that ruin.
Tweaked structure reinforcement to remove crates and display case reinforcement/locking as they are not affected by the locking mechanic.
v1.1.1
New Config Option ReinforceAllBlocks. When on in tandem with Reinforced Building Blocks, all structural blocks willl be reinforced including blocks that are normally only obtainable from ruins.
v1.1.0
Actual fix for carryon dependence.
Lockpick and tension wrench durability is now synced to server side.
v1.0.9
Another hotfix for potential null issues with padlocks.
v1.0.8
Hotfix for accidental carryon dependence
Dythanos
Thanks for the heads up! Pushing a fix now!
Just a heads up, there seems to be a bit of code trying to open Carryon without checking if it exists and it is causing the ThieveryModSystem not to load if CarryOn is not enabled.
Also, reinforced ruins! You are my hero!
v1.0.7
Thievery locking system will now generate in randomly generated structures and ruins. Will not work on existing chunks, only newly generated chunks. Configurable chance (default 30%, set to 0 to turn off. Highly recommend trying it with 100% as it adds a lot more to ruin delving) for containers and doors to generate pre locked by the long lost inhabitants of the ruins, requiring someone knowledgable in lockpicks to open them. By default, structures themselves will not generate with reinforcement, however for an extra challenge you can turn on structure reinforcement which will reinforce all building blocks (craftable variants only, uncraftable variants like cobbleskull and aged wood/stone are never reinforced). Reinforcing building blocks requires you to either lockpick your way into ruins barred by locked doors or find weak points to dig your way in.
Compatibility with carryon for remembering locked container state, so if you run off with someones chest, leaving and rejoining won't magically unlock the chest.
Fix lockpicking not syncing lock state to server resulting in unopenable containers that have had their locks picked.
Added new padlock variants with varying strengths for more security options.
Temporarily removed XSkill placeholder skills so you can't see them in game as they are still WIP.
Soon to come:
Random chance for keys to spawn in ruins that are paired to specific locks inside of the ruin.
These being in ruins or as traders chests would be insanely cool, until then this is neat af but not very usable in my coop game
Entity Chronolegionaire I second this idea, I was popping in specifically to drop the idea of having chests for our nerds/thieves to lockpick on dungeon expeditions. Might be worth getting in contact with BetterRuins and other dungeon mods and discussing the idea with them so they could be added as part of their loot tables.
v1.0.6
Null safety handling for keys.
v1.0.5
Non-Owners of blocks can now interact with and use keys as intended.
Entity
That is a fantastic idea! I'll look into the possibility!
Love the concept of this. If there were a way to generate worlds with the occasional locked door or treasure chest, it would extend the use outside of pvp servers.
Kate_
Yup
Is it able to lock doors as well?
v1.0.2
Fix for non owner key interaction.
v1.0.1
Blocks that need to be locked for protection are now exempt from land claim system protection, you must reinforce and lock those blocks for security now.
Keys can be recycled into metal bets with a chisel in your crafting grid. (Chisel on top of key)
DanekJovax
I think you mean Block Picking Lawyer
😂
"Hi! This is the Lock Picking Lawyer, and today, I am here to share with you a new virtual lock system that's been brought to my attention. I will go over the security features of this new lock, as well as attempt to pick it and demonstrate just how secure it really is. It's sure to be better than Master Lock already for it's got one thing Master Lock never gets right, a real locking system." :2D
SniperGecko
SaltyWater
Thank you!
Very neat!
Amazing mod! Very immersive! Congrats 🤯