Mods / Drifters Have Loot
- Tags:
- Author:
- BrownishStorm
- Side:
- Both
- Created:
- Sep 27th 2024 at 5:49 PM
- Last modified:
- Feb 12th at 5:35 PM
- Downloads:
- 11177
- Follow Unfollow 187
-
Latest release (for Vintage Story 1.21.6, potentially outdated):
driftershaveloot-v1.0.6.zip 1-click install
Simple mod I made for me and my firends for use on our server.
Drifters, shivers, and bowtorns always drop at least one rusted gear. The stronger the monster the more gears they will drop.
They also now have a chance of dropping bits of copper and tin in addition to limestone and salt.
Now monster hunting is fun and not just a chore!
Version Tracking:
v1.0.6 - Added Joan's parts to drops for Shivers (Stilt, bellhead, and deepsplit) and double-headed drifters to match vanilla.
v1.0.5 - Shivers have been fixed, all three main monster types and their variants now drop at least one rusted gear.
v1.0.4 - Quick fix as I don't have the time or willpower at the moment. The main issue was a file pathing change with the update, I have updated that and now drifters and bowtorns are dropping loot properly. Also made bowtorns drop bone arrows as is vanilla now. The Shivers are however currently broken. I think their has been a change in the spacing in the new file.
v1.0.2 - Updated the metal bit drops so that they are the same type of tin and copper nuggets you get from mining and panning. This means that they will all stack together and stop annoying me.
v1.0.1 - Added equivilant drops to shivers and bowtorns.
v1.0.0 - First release. Drifters drop at least one gear and have the possibility to drop copper and tin bits, limestone, flax, and salt.
Planned Updates:
v1.1.0 - add config lib mod compatibility (I couldn't get it to work, and I give up. Sorry guys.)
Mods Users Report as Compatible:
Darce's Drifters Redone
If you like this mod
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.6 | driftershaveloot | 825 | Feb 11th at 3:47 PM | driftershaveloot-v1.0.6.zip | 1-click install | ||
|
Added Joan's parts to drops for Shivers (Stilt, bellhead, and deepsplit) and double-headed drifters to match vanilla. Fixed a syntax error in the code and reuploaded. It didn't cause any errors in-game during testing, but it should be more stable now. | |||||||
| 1.0.5 | driftershaveloot | 2413 | Sep 15th 2025 at 7:19 PM | driftershaveloot-v1.0.5.zip | 1-click install | ||
|
Shivers have been fixed, all three main monster types and their varients now drop at least one rusted gear. | |||||||
| 1.0.4 | driftershaveloot | 943 | Aug 27th 2025 at 6:36 PM | driftershaveloot-v1.04.zip | 1-click install | ||
|
Quick fix as I don't have the time or willpower at the moment. The main issue was a file pathing change, I have updated that and now drifters and bowtorns are dropping loot properly. Also made bowtorns drop bone arrows as is vanilla now. The Shivers are however currently broken. I think their has been a change in the spacing in the new file. | |||||||
| 1.0.3 | driftershaveloot | 3414 | Feb 12th 2025 at 6:39 AM | driftershaveloot-v1.0.3.zip | 1-click install | ||
|
Updated the metal bit drops so that they are the same type of bits you get from mining and panning. This means that they will all stack together. | |||||||
| 1.0.2 | driftershaveloot | 1120 | Feb 6th 2025 at 7:36 PM | driftershaveloot-v1.0.2.zip | 1-click install | ||
|
Updated so that both shivers and bowtorns are also garenteed to drop at least one gear as well as having the same chances of dropping tin and copper as the drifters. | |||||||
| 1.0.0 | driftershaveloot | 2369 | Sep 27th 2024 at 5:50 PM | driftershaveloot-v1.0.1.zip | 1-click install | ||
|
First public release | |||||||
BrownishStorm Mmm no this is being done wrong. What you did was put a .zip file of the mod in your Git repository (rather than the actual source/patches/changes themselves), then pushed that to GitHub.
What you should be doing is pushing the actual source code (files) to GitHub. You can see the source (JSON files etc.) haven't been updated since February 2025: https://github.com/Zoroththeawesome/DriftersHaveLoot/tree/main/assets/game/patches
Git (thus GitHub) is a version control system (a.k.a. VCS) -- where you store source code -- and is not for "binary storage" (e.g. zip files).
If you need me to give you instructions for how to update the code in GitHub, starting with a brand new/fresh directory on your system, let me know. This would be the equivalent of: pull down the source code that's on GitHub, then copy your updates (JSON files for 1.0.6) over those (i.e. overwrite), then push those changes to GitHub. (As well as removing the .zip files you put into Git :) ) From that point forward, all subsequent updates to your source code (JSON files) can be pushed to GitHub with 2 commands.
koitsu: I uploaded version 1.0.6 to the github. To be honest, I'm not sure if I did it right. It's been so long since I used GitHub.
ChimMAG:
type: "item",
code: "stackrandomizer-alljonas",
quantity: { avg: 0.4, var: 0 }
}
2. Logical error: in the survival-entities-lore-drifter.json file, the simplest and weakest monster can drop gold and silver nuggets, but stronger monsters cannot. This is illogical.
P.S. Well, this is a matter of personal taste, but it seems to me that the balance is greatly disrupted if each monster drops a rusty gear. In the “Useful Drifter Loot” mod, gear fragments are dropped, and 8 of them can be used to make a whole gear. Considering the other loot that drops, it still makes sense to kill monsters.
P.P.S. For my own server, I changed it so that different monsters drop slightly different pieces of metal, and shivers drop pieces of sphalerite. But that's just my personal preference.
BrownishStorm Can GitHub be updated to reflect 1.0.6? Thank you!
BlockBerryJam: No problem, I tested it this morning, and it worked as expected. The update has been pushed. Those guys now drop Jonas parts at the same rate as vanilla.
BrownishStorm
Nice one, thanks!
BlockBerryJam: I just checked my code, and it looks like you're right. I don't know if that drop was added into vanilla later or if I removed it for some reason. I have never gotten to building things with those parts in-game, so I guess I never noticed. Thanks for testing and letting me know! I just wrote the code that should fix it, but I don't have time to test it tonight. I'll try to test it tomorrow, then push an update.
Just did some follow up testing with shivers and bowtorns. Gearfoot bowtorns do drop jonas parts but the Shivers (Stilt, bellhead and deepsplit that have vanilla drop chances) do not and also consistently only drop copper, cassiterite, flax and temporal and rusty gears like the double headed drifters.
Been using this one for a while (and its great thank you!) but I'm just wondering, have jonas devices been removed from the drop table entirely because I haven't seen any jonas devices drop in the time I've been playing.
I changed to creative and spawned in about 20 double headed drifters and they always drop copper, cassiterite, flax and temporal and rusty gears but not jonas devices. The vanilla drop values are 40% for jonas devices from double headed drifters if iirc.
Using in conjunction with rust drops if that makes any difference. https://mods.vintagestory.at/rustdrops
BrownishStorm Kevin_McScrooge
I'v been using Darce's Drifters Redone for many hours, its compatible as it only replaces the models (and hitboxes) but doesn't touch the loot
Kevin_McScrooge: Sorry, but I have no idea. The only way to find out is to download both, open a creative world, and then test it out. If it does, and you let me know, I can add that info to the mod description to help others.
Is this compatible with Darce's Drifters Redone?
Hi Shava,
I am happy to hear you are enjoying my mods!
I too think you'll find that this mod works wonderfully with Userful Traders.
With this mod you might find yourself going into caves looking for monsters to fight and then going streight to a trader to get that special deal!
I love Useful Traders and found this from that page.
I expect to love this just as much. I am 66 and a stroke survivor and never expect to play VS "as it was intended" because I would just die too much.
Mods like this make the game possible for me. 🤠
TY so much!
Hey guys, If I remember correctly I left temperal gears with the default vanilla drop rate for all monsters.
@tyrOS Well that is not what I ment. I wanted to know if it took those gears out of the loot table or not. But thanks anyway. I don't abuse these as I don't fight that often if I can help it. Just didn't want to not get the chance at getting the Temp. gears because of this mod.
BlueFuryDragon never expect a mod to modify something not listed in the mod page. it happens, but it's usually a "oh yeah this modifies this one shader file because [reason]." i would assume that it doesn't change those, because this is already a ridiculously overpowered mod, it doesn't need a boost in temporal gear rates. going into one cave, killing 20 drifters with a sling, and getting enough gears to straight up buy a black bronze pickaxe is insanely good.
So how does this mod effect the temporal gears that can drop once in a blue moon?
@Alegara Thanks for the support man, the kind words are what keep me going. I'll try to figure out whats going on with the Shivers soon so they'll drop good loot again too.
BrownishStorm Thank you for update!
Its been updated. its a quick fix as I don't have the time or willpower at the moment. The main issue was a file pathing change, I have updated that and now drifters and bowtorns are dropping loot properly. Also made bowtorns drop bone arrows as is vanilla now. The Shivers are however currently broken. I think their has been a change in the spacing in the new file.
I'm a little shocked this one broke with the update. It's a simple incert script, my guess is the naming of the monsters in the files got changed. ugh. I'll take a look my guys, I can't play without this mod anymore either. After testing I have also noticed the default loot drop has been changed at least for the bowtorn in vanilla. Maybe that has something to do with it.
Hi BrownishStorm Will you update the mod to 1.21.0 stable? I don`t know why but in 1.21 stable drifters don`t have loot even with this mode😂
hello, will there be an update of this mod to version 1.21.0 rc.2? I would like this mod to keep up with the updates.
Suggestion: Bowtorns could have a chance of dropping various arrows
Rekeme Alright I checked it out and my first theory doesn't hold up, the drifter that has the possiblility to drop the most only has 8 possible drops and there are 8 possible slots when harvesting so that shouldn't be the problem.
In the error code there I see what looks to be lots of back and forth between the computers and the server. Unfortuantly I don't currently have an understanding of what that all means there. My current theory is that its something to do with the server having issues handling all the requests for loot and that hopefully something in that area of the error code will tell me if I can do anything about it. At the moment I am at a loss.
Tell me does this only happen when harvesting lots of drifters? Does it happen when havesting lots of say shivers too?
Rekeme Hey thanks for reaching out. Sorry for not responding sooner, I have been modding Rimworld and not paying attention to this one.Thats interesting, the entire server crashes when this occures you say?
"Specified argument was out of range of valid values" I am wondering if maybe the drop list is larger than the number of slots and on that particular role you got all of them which it couldn't handle.. maybe?
I got a new computer and am working on moving files over right now. Once that is done I'll do some exploritory poking around the code to see if that theory has any merit.
Hello!
I've added this mod to my server and have been loving it. However my friends and I are encountering a crash that seems only to occur after carving too many drifters too quickly. On client 1.20.4 using version 1.0.3:
29.3.2025 00:29:46 [Error] Exception: Specified argument was out of the range of valid values. (Parameter 'slotId')
at Vintagestory.API.Common.InventoryGeneric.get_Item(Int32 slotId) in VintagestoryApi\Common\Inventory\InventoryGeneric.cs:line 103
at Vintagestory.Common.InventoryNetworkUtil.HandleClientPacket(IPlayer byPlayer, Int32 packetId, Packet_Client packet) in VintagestoryLib\Common\GameContent\Inventory\InventoryNetworkUtil.cs:line 87
at Vintagestory.GameContent.EntityBehaviorHarvestable.OnReceivedClientPacket(IServerPlayer player, Int32 packetid, Byte[] data, EnumHandling& handled) in VSEssentials\Entity\Behavior\BehaviorHarvestable.cs:line 355
at Vintagestory.API.Common.Entities.Entity.OnReceivedClientPacket(IServerPlayer player, Int32 packetid, Byte[] data) in VintagestoryApi\Common\Entity\Entity.cs:line 1489
at Vintagestory.Server.ServerMain.HandleEntityPacket(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\ServerGeneralPacketHandler.cs:line 447
at Vintagestory.Server.ServerMain.HandleClientPacket(ConnectedClient client, Byte[] data) in VintagestoryLib\Server\ServerMainNetworking.cs:line 169
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 162
Let me know if I can provide additional information
Is there any way to get this type of mod to work with instant drifter drops? DOesn't seem to when I've tried to combine them
Thanks, that will be helpful for sure. I have the mason update pushed so come my next free time I will work on this one here.
In the meantime if your still interested it shouldn't be hard for you to edit this one. As you know once you learn one coding language the next is easier to learn.
But of course here all you need to do is know what numbers to change instead of the ins and outs of json.
If you only change the numbers I will point out bellow it should work fine.
inside the code there are three json documents. Each document is for each of the monsters.
within the docs there are sections for each type of those monsters (i.e normal drifter, deep drifter, extra).
They start like this
BrownishStorm Thank you for the reply/update.
Fancy you bringing up your other mod, I've also downloaded that as well. I currently have eventuall plans to make my own little trader camp in the end once I get far enough along in the base game since I'm still in early year one.
I have since messaging found the Auto Config LiB mod but sadly that hasn't worked for either of your mods although it was an coin toss as to if it was. (since it only can do certain annotations alongside requiring output of the documentation file) Incase you haven't spotted it, the Config LiB does have documentation to attempt to make mods wanting to be compatible get adjusted/done so easier.
I am currently playing single player so I will give it a go at editing the files if posting instructions isn't too hard/time consuming.
Wish you luck with your studies and updating/making the mods as I got burned out of learning programing languages myself from trying to learn Java with HTML on the side right after C# and C++.
Hi Ratking,
I really like the config lib and use it with some of the mods I use, I think adding configuration is a good idea.
I will add it on the mod page here as a planned update so I don't forget that is something I want to do.
The first thing that will hold me up is I don't know how to make it compatable with the config lib, so I will need to research that.
The other thing is I have school and I have been focused on the Useful Traders mod. I work on mods here for fun when I have finished my class work for the day (which is also coding lol).
So this is what I can promise, once I finish and push the mason update for Useful Traders (I'm half done so another day or two I would guess), I will come back over to this one and work on getting it configerable with config lib. I don't know for sure when that will be but its on my todo list now.
Until then, do you only play single player?
If so, I can give you instructions on how to modify the json files this mod is made of. Expecially if you have a IDE like visual studio code (which is free) it would be easy for you to do, though I suppose you could technically do it with any text file software. You just need to change some numbers in each section for each monster so something with a change all instances of ___ function would be ideal.
If you don't play single player I don't think it'll work because multiplayer will try to download the file from here and if that edited version isnt here then obviously it wouldn't download.
If that sounds too technical, dont worry. As I said its on my todo list and I'll get to it as soon as I can cus I expect it'll be a fun challenge to add config lib compatability.
Is it possible to manually adjust the drop rate settings either via notepad++ or using Config LiB?
As I personally would prefer the rates to be more like a coin flip 50/50 or 30/70. (Definately dislike the current 1% vanilla rate though)
Tels hasn't made a mod of this sort, I was just using hid modding philosophy as a reference.
But cool, I have seen several mods of this sort since I found yours. So operantly I'm alone in my thinking. As they all seem to add core progression mats.
NP ijkdenem, thanks for the thanks, makes it worth while.
oh good. i was getting tired of empty foes. i get that BS enough from the dead rabbits and fish. thanks for the update!!!
Thats fair @mendall but if I were to to just what this Tel person did in their mod then it wouldnt be unique. You might as well download his insted.
For me at least, them dropping bits of copper or a single gear isnt enough on its own to convince me that I want to fight the monsters. I am the type of player that will always avoid fights. I needed extra excentive to make it fun, so gears and metal bit drops is what I went with.
On the flip side if you are the type of player who likes fighting but finds mining boring, this mod is also for them.
I would be open to making a different verson of this mod with only gears and no added bits of metal if there is enough interest in that.
I did notice though that the new monsters have vanilla drops of metal bits when they are the harder versons of those monsters. So I am content and happy with this version.
Nice idea. I admit the drops from mobs do seem a bit sad considering the effort you put in. but letting them drop major progression metals is risking destroying Ballance and removing the motivation to do other parts of the game like mining and prospecting. I would suggest them drop gold, silver.diamonds. Etc. while still being valuable, they are not a part of the core progression. And would give people a way to make those metal alloys that never seem to get made for the lack of gold and silver. And instead of dropping the gears directly by dropping precious stones instead the player can still get the gears but has to interact with the trading mechanic to get them. Tel's is a good example here. His mods always add game play. Never the opposite.
Hey everyone, as promised the mod has been updated and I have added a github repository so the source button should be available and working now. :) Happy hunting!
Alright update, this mode specifically updates the loot tables for drifters and drifters only.
The devs are good at organizing code and the behaviors and drops for locusts and these new shiver and bowtorn monsters are in completly different files and are not touched by this mod.
So Ijkdenem, the reason it seems that when you kill a shiver or bowtorn you almost never get anything, thats because thats how its desinged in the vanilla file.
For example, vanilla normal drifters have a rusty gear drop rate of 1%.
This mod changes the normal drifter drop rate for rusty gears to be 100%.
The vanilla surface shiver also has a rusty gear drop rate of 1%, but this mod curretly doesn't edit that rate.
So the mod is working as designed still even in the new 1.20.2/3 update, it just only effects drifters.
But yeah I'll get around to updating this mode to include the new shiver and bowtorn monsters so that they also always drop a gear too.
I just need to do the final for my class and then I can look at building this. As stated earlier I will try to get it updated by 2/10/2025.
I don't know if its broken, I can gareentee it doesnt add anything to the new mosnters. But its possible that because this mod replaces the monsters loot tabes, and the new ones arn't included so you would get nothing for them. I'll check it out, If I am being honest I havent played for a while.
@Eforen and elYandrack, I actually don't have it on github. I'm doing school stuff now but I suppose I could get around to putting it on there. I'll need to update it for the new update first though of course.
Not to mention to do any editing to this I will have to review my notes and figure out how to mod vintage story again. Every game is slightly different in how you mod them, but I recall it not being terribly complicated in comparision to other games.
Tell you what everyone, I will try to get this mod updated by 2/10/2025. No promises, but that'll be my goal.
not sure but it might also be affecting the new types. but in a bad way. they almost always are empty.
Does this still work in 1.20? There were some other monsters added and that broke a lot of other Drifter mods
can you edit the drop rates?
Same comment as elYandrack BrownishStorm Please update github link so we can audit!
Hello, we think it's a very interesting mod but before putting it on our server we need to review the code to make sure everything is in order.
The link to ''github'' seems broken. Could you fix it?
Thank you very much the mod looks great
After killing atleast 7 on my 3rd night and getting one gear and one temporal gear i need this mod, its totally underwhelming the normal drifter loot