Mods / Unofficial Bugfixes

Tags: #QoL #Tweak #Utility
Author: lazula
Side: Both
Created: Jun 23rd at 1:30 AM
Last modified: Nov 7th at 5:18 AM
Downloads: 202
Follow Unfollow 13

Recommended download (for Vintage Story 1.21.5):
unofficialbugfix_0.0.3.zip  1-click install


This mod exists to allow any contributions I make to the game to be available publicly before they're part of an official release. This mod is inherently intrusive into the base game and may not be compatible with other mods. New patches will only be available for the most recent release. See the README for more details.

 

Currently contains 5 patches.

 

  • VSSurvivalMod PR #155; Issue #1714: Fix reed plants dropping when broken without a knife when already harvested. Reed plants are supposed to never drop their root when broken without a knife. This fixes that and maintains breaking the fully-grown plant without a knife dropping the reed.

  • VSEssentialsMod PR #30: Applies the effects of game time to detoxification. You can now sleep off your drinks. By the way, did you know that a full litre of distilled alcohol provides 1.5 intoxication even though the maximum is 1.1? Hold ctrl while collecting your liquid to pull out 1/10th of your container's capacity. (See the next patch too!)

  • VSSurvivalMod PR #154: In the base game, ANY amount of alcohol will apply the intoxication of a full litre. This patch adds the missing line of code to scale intoxication by quantity, so 0.1L will add 1/10th of the intoxication as 1L as expected.

  • Issue #7353: There is currently absolutely no way to repair bear hide armor in the base game. This patch allows a large pelt, huge pelt, or any bear pelt with or without the head to be used to fully repair both the durability and clothing condition for any piece of hide armor. I chose to allow a large pelt because repair recipes are coded to require half as many ingredients as it takes to create the armor. I think this is reasonably balanced because some bears only provide large pelts, but I'm not being too particular about forcing the use of huge/bear hides for certain species because it's easier and I'm erring towards making the repair cheaper rather than more expensive because bear hide armor is rather weak in the first place.

  • Issue #7352: The base game's soldering iron recipe is weird. You can use a chisel with 1 durability to produce a soldering iron with 56 durability and the extra durability varies. Because there isn't a single clear fix for this, I decided to simply copy the durability from the chisel to the soldering iron. This means a 400/600 durability chisel creates a 400/500 durability soldering iron. It's still a bit exploitable because a 500/600 chisel creates a 500/500 soldering iron, but I don't want to change the base durability of either of them and we can just pretend the soldering iron has 600 durability.

  • Issue #7464: Fix golden takins having a 20% chance to break reed basket trap instead of the intended 40%. The trapping data for goats mistakenly uses the wrong prefix for takin (goat-takin-* instead of goat-takingold-*), which causes takin to use the default instead of their own value.

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
0.0.3 80 Nov 7th at 5:18 AM unofficialbugfix_0.0.3.zip 1-click install

Fix 5 bugs in 1.21.5

0.0.2 72 Jul 2nd at 9:43 PM unofficialbugfix_0.0.2.zip 1-click install

Fix IAnimalFoodSource.IsSuitableFor

0.0.1 50 Jun 23rd at 1:35 AM unofficialbugfix_0.0.1.zip 1-click install

Fix BETrough.GetBlockInfo


1 Comments (oldest first | newest first)

💬 adres4t, Jul 8th at 5:41 PM

will this work in 20.12 if I change the version dependency?

 (edit comment delete)
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