Mods / Drifters Have Loot

Tags: #Tweak
Author: BrownishStorm
Side: Both
Created: Sep 27th 2024 at 5:49 PM
Last modified: Feb 12th at 6:39 AM
Downloads: 5918
Follow Unfollow 91

Latest release (for Vintage Story 1.20.4-rc.4, potentially outdated):
driftershaveloot-v1.0.3.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:

v1.0.2 - 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 compatability

 

If you like this mod

Try Useful Traders - Vintage Story Mod DB

Mod Version For Game version Downloads Release date Changelog Download 1-click mod install*
1.0.3 2738 Feb 12th 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.

1.0.2 891 Feb 6th 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 2289 Sep 27th 2024 at 5:50 PM driftershaveloot-v1.0.1.zip 1-click install

First public release


20 Comments (oldest first | newest first)

💬 Rekeme, Mar 30th at 6:06 AM

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

💬 Simply, Mar 17th at 7:03 AM

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

💬 BrownishStorm , Feb 17th at 8:59 AM

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

"op": "replace",
        "path": "/server/behaviors/9/dropsByType/*-normal",
        "value": [
 
what you are looking for is the part within each section that looks like this:
 
{
  "type": "item",
  "code": "gear-rusty",
  "dropModbyStat": "rustyGearDropRate",
  "quantity": {
    "avg": 1,
    "var": 0
  }
},
 
There is an average number and a varriable number. the var is used to create uncertancy in drop chances. at the lowest level of mosnter it's easiest to leave the var at 0 and just change the average number. 
by typeing 1 after "avg": I am saying drop one gear 100% of the time. In vanila the number there is 0.01 which is 1%. In your case wanting 50% changing that number to 0.5 should do it.
 
When you get to the higher level monsters and start seeing numbers like avg: 5 and var: 2 that means on average you will get 5 gears but you may get a min of 3 or a max of 7 gears.
 
I would suggest just halfing the avg in those cases, therefore making it harder to get gears but since its a harder monster you still get something.
 
 
💬 Ratking15, Feb 17th at 1:17 AM

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++.

💬 BrownishStorm , Feb 14th at 4:48 PM

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.

 

💬 Ratking15, Feb 14th at 8:16 AM

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)

💬 Mendall, Feb 12th at 11:26 PM

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.

 

💬 BrownishStorm , Feb 9th at 1:11 AM

NP ijkdenem, thanks for the thanks, makes it worth while.

💬 Ijkdenem, Feb 7th at 2:44 AM

oh good. i was getting tired of empty foes. i get that BS enough from the dead rabbits and fish. thanks for the update!!!

💬 BrownishStorm , Feb 7th at 12:00 AM

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.

💬 Mendall, Feb 6th at 10:17 PM

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.

💬 BrownishStorm , Feb 6th at 7:50 PM

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!

💬 BrownishStorm , Feb 3rd at 7:46 PM

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.

💬 BrownishStorm , Feb 3rd at 6:32 PM

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.

💬 Ijkdenem, Feb 1st at 2:58 AM

not sure but it might also be affecting the new types. but in a bad way. they almost always are empty.

💬 Desolae, Jan 17th at 9:49 PM

Does this still work in 1.20? There were some other monsters added and that broke a lot of other Drifter mods

💬 Didgereedank, Dec 28th 2024 at 2:06 AM

can you edit the drop rates?

💬 Eforen, Nov 4th 2024 at 12:46 AM

Same comment as elYandrack BrownishStorm Please update github link so we can audit!

💬 elYandrack, Oct 23rd 2024 at 4:36 PM

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

💬 Karkinos, Oct 20th 2024 at 10:20 PM

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

 (edit comment delete)