Mods / Pal's Enhanced Locusts
- Tags:
- Author:
- Pal_5000
- Side:
- Both
- Created:
- Nov 8th 2023 at 8:27 AM
- Last modified:
- May 18th at 11:33 PM
- Downloads:
- 27432
-
Latest release (for Vintage Story 1.22.0-pre.1 - 1.22.2, potentially outdated):
RepairableLocust_2.0.2.zip 1-click install
This mod just got a TITANIC rework and rebrand from its prior name "Repairable Locust", VIDEO & SCREENSHOTS ARE OUT OF DATE:
Finding your unique class perk of a Bronze Buddy or Corrupted Compatriot underwhelming? Want to experience the schematic's description of an actual little helper that can help you when out on the dig, and be a more proper companion in general?
Than this the mod for you! This is my one-stop-shop overhaul and expansion of the Clockmaker's locust, focused on making them a properly fleshed out class gimmick, and mechanically rich companion throughout normal gameplay. All while staying accurate to their lore to give a far more immersive experience, while remaining balanced and not overshadowing other elements of the game.
Originally this mod only added repair and revival mechanics, but over time its scope grew beyond that. The modern version heavily expands hacked locust behavior with new command systems, excavation utilities, prospecting support, combat tweaks, ownership improvements, and various quality of life features designed to feel as seamless and vanilla friendly as possible.
Repairing & Maintenance
Prodding hacked locusts with a tuning spear now repairs them entirely.
If a locust is destroyed, it can still be revived before despawning by using metal parts directly on the corpse. Corrupted locusts are unstable however, and have a 50% chance to fail restoration due to their twisted nature and to be lost permanently.
Your Locust now features a "Drill Integrity" mechanic used by utility features such as excavation and prospecting assistance which will be descirbed ahead. Drill integrity can be replenished using Tin Bronze or Bismuth Bronze rods on the locust once it is depleted.
New Tuning Spear Commands
This mod expands the tuning spear with several new command modes fully integrated into the vanilla tool mode selection system, complete with matching icons recreated in the same style by yours truly.
The 3 entirely new command modes include for the tuning spear are:
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Toggle Passive - Toggle your hacked locusts to stop automatically engaging hostile enemies. (Note that directed attacking is not filtered by this.)
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Directed Attack - Directly mark an entity for your locust to fixate on attacking by pointing your spear at them, causing it to charge at them with haste and focus on solely them. Clear the marked target by using the spear again NOT looking at an entity (Can be used on other players allowing for Locusts to now act in PvP!)
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Mark Excavation - Add the marked block to a queue for a locust to excavate using its drill. Ore deposits and similar materials will automatically mark connected "resource" blocks up to a large spread, allowing hacked locusts to assist in mining operations of entire veins with enough time. Cancel digging by holding shift and using the spear. (Note that I've taken care to make sure it will only break blocks that its owner has permission to! Alongside various other criteria for a locust to reject a block are too numerous to easily list such as material type and mining tier. But like most the modes there's audible ques, if the locust buzzes after being commanded to excavate something, it has rejected that block.")
The vanilla return command mode has also been improved and adjusted for smoother behavior with the new ones, clearing the data of excavation marking and directed attacking when used. Alongside more actively teleporting your locust.
Prospecting Assistance:
Hacked locusts can now assist with regional ore prospecting.
If your locust is nearby and has sufficient drill integrity, it will automatically gather the additional samples required after you take the first reading yourself. This saves both time and pick durability. And comes with its own unique animation and sounds, similar but distinct to the Mark Excavation Command.
This feature can be disabled in the mod config file if another mod breaks vanilla prospecting or other conflicts arise.
Player Carrying & Ownership Improvements:
Owned locusts may now be picked up directly by interacting with them when selecting an empty backpack slot!
By default only players with the Tinkerer trait may place locusts back down again to prevent gifting to non-Clockmakers, this restriction can be disabled in the mod config file.
Your Hacked locust is also now properly considered an Owned Creature, and interactions with how ya directly command your locust have been changed:
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Locusts now properly appear as owned creatures on the world map.
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Follow and Wait toggling now uses Shift + Right Click.
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Its Light is now manually controlled with Ctrl + Right Click. And is now a fitting temporal green glow!
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Hacking a new locust instantly unhacks the older one instead of causing locusts owned by the same player to attack each other.
You can also make your locust more visually distinct now by coloring their bulb with glass! Similarly to a lantern, just right click with a glass block. (Both the texture and emit light color will be updated to match your choice.) The potential colors match all the full normal blocks the game has so your options are: plain, red, green, blue, violet, yellow, brown, pink, smoky, quartz, and vintage (Plain is the default incase you want to switch back to it!)
Combat Rebalancing & Survivability:
Hacked locusts have received several combat improvements to make them more practical companions without becoming overpowered.
Bronze Locust:
- Combat Tier 2 -> 3
- Attack Damage 1.5 -> 3.8 (Same as a Tin Bronze spear, minus range)
Corrupt Locust:
- Combat Tier 3 -> 4
- Attack Damage 4 -> 4.3
- Health 36 -> 26 (Nerfed due to the new damage cap mechanic)
Both Hacked Locusts now feature a very notable "Damage Cap" mechanic, allowing them to face tougher enemies without immediate player oversight. If the locust is about to take more than 5 damage, the damage is reduced to 5. This means the normal Bronze Locust can withstand up to 4 hits at max damage and will now briefly flee after taking 3 hits. You can tell when the damage is reduced as the locust will emit a more distinct hurt sound.
Misc Info:
Added new tuning spear repair recipes using either a single bit of metal parts or a temporal gear to restore to full durability.
Block interaction helpers for repairing and drill restoration showing what items are needed when looking at the locust, only displayed when appropriate.
In-game handbook documentation & tuning spear description link to new mechanics! (Plently detailed to teach players everything about locusts without needing to read this page!)
Most animals have been patched to flee from locusts similarly to how they do a player, this is to make it so ya can't effortlessly order a locust to kill things like Hare's as now they'll usually escape.
The mod config of this mod is "RepairableLocustConfig.json" and its default values are:
"MustBeTinkererToPlaceLocusts": true,
"DamageCap": 5
Should be safe to install into existing games, however existing hacked locusts will need to be replaced for all changes to properly apply!
Checkout the VS server discord mod thread for previews of content and for the snappiest reponses on inquiries and bug reports!
Oversights / Known Issues:
There's a bug where a tuning spear will seemingly disappear after opening your inventory after repairing a locust repeatedly for awhile. This bug is NOT introduced by this mod and can occur without this mod loaded by repeatedly hitting a corpse and opening your inventory as well. Luckily it is largely visual, simply grab your spear out of the supposedly empty slot. Other interactions can also correct it.
Also please note that this mod does not and will not work properly with mods that allow hacking multiple locusts! There's a variety of reasons for this, largely technical assumptions in how I implemented the new AI tasks and even the base game assumes in systems like the "ownership" and why ya can't have more than one owned elk at a time! (Which this mod taps into that system.) Not to mention how OP a swarm would be with the buffs locusts get like the damage cap system. Ultimately this is a quality over quantity arrangement :P
This mod makes TONS of patches to the hacked locust file and requires a custom animation for stuff like the dig task, so becareful and avoid using it with ones that also heavily change hacked locusts!
For another detailed and engaging mechanical buddy, this time a Plank Pal avalible to all players, checkout my other mod Craftable Companion which shares code with this mod and more :D
Old description for pre 1.22 rework and rebrand:
Tired of always loosing your bronze buddy?
This mod allows clockmakers to actively heal or revive bronze locusts after they have been destroyed in combat. Alongside generally improving and adding many small QoL features to them!
Prodding hacked locusts with a tuning spear now repairs them, This is how you can heal locusts before they are destroyed in combat. If a locust is killed you can still fix them using the new "Locust Restoration Kit" which is a consumable item that will revive the locust when used on their corpse, be quick as they only last for 24 hours! And beware that corrupt locusts have a failure chance when it coems to being revived from death!
Locusts now appear as owned creatures on the world map. No longer must you lose where your mechanical friend went while wandering around!
Locusts will now flee from most enemies briefly when low on health, so keep an eye out and repair them when they start to run.
This mod also makes it so only Shift + Right Click will toggle the "Follows" / "Waits" state on locusts.
Hacked locust lightbulbs are no longer automatic, and are toggled manually with Ctrl + Right Click.
Hacked locust bulbs are now colored a temporal-ish green.
Bronze locusts have had some of their stats buffed too, note these changes are only applied to HACKED locusts, normal locusts remain unchanged:
- Combat Tier 2 -> 3
- Attack Damage 1.5 -> 3.8 (Same as a Tin Bronze spear)
Hacked Locusts now feature a very notable "Damage Cap" mechanic, allowing them to face tougher enemies without immediate player oversight. If the locust is about to take more than 5 damage, the damage is reduced to 5. This means the normal Bronze Locust can withstand up to 4 hits at max damage and will briefly flee after taking 3 hits. You can tell when the damage is reduced as the locust will emit a more distinct hurt sound.
(Also note there is a cap to this cap, if 100 or more damage is taken it will not apply and the locust will die instantly.)
Aside from these notable features this mod makes various other tiny tweaks to hacked locust behaviour to make them subtly keep up better with the player.
If installing to a save game in progress existing locusts will not get all features from this mod, but new ones will. In short simply kill your present locust either immediately or by letting it run its course! The next locust can be maintained from that point on, most updates should work after but if some features from a new update dont seem to apply get a new locust first!
Oversights / Known Issues:
There's a bug where a tuning spear will seemingly disappear after opening your inventory after repairing a locust repeatedly for awhile. This bug is not introduced by this mod and can occur without this mod loaded by repeatedly hitting a corpse and opening your inventory as well. Luckily it is largely visual, simply grab your spear out of the supposedly empty slot. Other interactions can also correct it.
This will likely have compatibility issues with mods that alter the stats of hacked locusts or that add their own repairable locusts. Or it may work well it depends on how they patch and effect locusts!
If you use a mod that allows you to have more than one locust the ownership and the map icon will behave weirdly, this is because VS only allows one owned entity by varying type per player.
I recommend using the Animal Cages mod to transport both hacked locusts and Mechanical Companions through translocators, simply add them to the list of possible entities for small cages through the config.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.0.2 | repairablelocust | 4476 | May 18th at 11:32 PM | RepairableLocust_2.0.2.zip | 1-click install | ||
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Added a new exciting feature, you can now color the bulb of your locust! Works pretty similarly to a lantern, just right click with a glass block. (the texture and emit light color will be updated) Added some patches to stop the drill from sticking out in the vanilla shape as it plays multiple animations. Other small improvements and tweaks to handbook entry | |||||||
| 2.0.1 | repairablelocust | 394 | May 16th at 12:32 AM | RepairableLocust_2.0.1.zip | 1-click install | ||
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Fixed damage cap config not scaling damage Made it so config for whether non-tinkerers can place locusts properly shows warning or not based on server settings completely Added tool tips for placing locusts on grabbed locust items Added new little easter egg / handy feature, the two stock hackable locusts in the game can now be put on your head! This is triggered by trying to grab the locust while your backpack slot is full but helmet one is empty. (Thanks to Rivvion for the worn model!)
2 language strings for integration with AoS server's custom mod "Age of Bosses" (rest of support is handled in that mods files) | |||||||
| 2.0.0 | repairablelocust | 248 | May 11th at 8:31 PM | RepairableLocust_2.0.0.zip | 1-click install | ||
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Complete rework of the mod! Renamed display name to "Pal's Enhanced Locusts" File and mod ID remain unchanged This because the scope of the mod has VASTLY grown since the addition of basic repair and revive functionality to vanilla, this mod completely reworks that and goes further generally expanding on hacked locusts in their entirety to provide more utility and lore inspired complex behaviours!
Added "Prospecting Assist" feature, locusts with a functional drill will take other two samples needed for regional node prospecting (Can be disabled in config incase of mod conflicts!) Added Locust Drill Integrity mechanic, used as durability for Mark Excavation & Prospecting Assist Added basic mod config Expanded Handbook documentation to fit new features. Removed Locust Repair Kits, using metal parts directly instead now. Rebalanced Corrupt Hacked Locusts, increased damage tier by 1, and damage by 0.3, health lowered to 28 to align better with damage cap mechanic. Reworked Locust abandonment mechanics to be instant and tied on ownership system, locusts no longer jealously attack, instead older locust instantly becomes unhacked upon hacking a new one. Tons TONS of other changes both in code and Json | |||||||
| 1.5.0 | repairablelocust | 6777 | Sep 1st 2025 at 8:29 AM | RepairableLocust_1.5.0.zip | 1-click install | ||
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MAJOR REWORK OF THE MOD - DO NOT USE IN OLDER VERSIONS THEN 1.21
Heavily reworked mod and added new features. For starters, locusts no longer drop a repair item, to revive them you now use a fancy new toolkit item directly on their corpse. Corrupted Locusts can now be revived, although there is only a 50% chance of success. A Player's Hacked Locust now has "ownership" similar to the Tamed Elk, meaning they will appear on the world map, even when unloaded. No longer must you accidently lose your friends when they wander off! Added in game handbook entry that explains most important changes. Fixed repair sounds playing more than once. There is now a tiny cooldown between repair actions.
Almost everything was changed in some small way during update. | |||||||
| 1.4.1 | repairablelocust | 5185 | Mar 20th 2025 at 4:13 AM | RepairableLocust_1.4.1.zip | 1-click install | ||
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No actual gameplay changes, updated patch that adds fleeing behaviour to not fail for 1.20.5 | |||||||
| 1.4.0 | repairablelocust | 4171 | Dec 15th 2024 at 4:02 AM | RepairableLocust.zip | 1-click install | ||
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Major update and balance rework to factor in new enemy types. Buffed Bronze Locust damage to 3.8 (Same as a Tin Bronze spear) Increased frequency of teleports when player is moving fast to better keep up, far from perfect. (Especially with Elks!) | |||||||
| 1.3.0 | repairablelocust | 3738 | Apr 25th 2024 at 11:21 PM | RepairableLocust.zip | 1-click install | ||
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Mod now features code. Player must now Shift + Right Click to toggle the "Follows" / "Waits" state on locusts. Hacked locust lightbulbs are no longer automatic, and are toggled manually with Ctrl + Right Click Hacked locust bulbs are now colored a temporal-ish green. Light Toggling and Repairing actions have custom sound affects. Destroyed hacked locust corpse items now glow slightly so they can be spotted in the dark. Existing Locusts may need to be replaced for the changes to fully apply! | |||||||
| 1.2.0 | repairablelocust | 1746 | Nov 21st 2023 at 11:53 AM | RepairableLocust.zip | 1-click install | ||
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Improved patch accuracy for bronze locust stat tweaks, and added compatibillity for the new companion mod "Upgradeable Locust". | |||||||
| 1.1.0 | repairablelocust | 413 | Nov 8th 2023 at 10:57 PM | RepairableLocust.zip | 1-click install | ||
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Changed repair recipe to use a soldering iron and a bar of any solder alongside the wrench, which now takes half the amount of damage per repair. (25 instead of 50.) | |||||||
| 1.0.0 | repairablelocust | 281 | Nov 8th 2023 at 9:28 AM | RepairableLocust.zip | 1-click install | ||
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Fixed a spelling mistake. | |||||||




Really enjoying this mod and thank you for putting it together. I did have a weird interaction where my locust pal was toggled to defend and I went to see a trader and it treated them as hostile and started attacking? I had not attacked any trader in the past. Little dude just went berserk on poor Grit. It was a standard vanilla trader and while I do have a relatively large modlist, nothing really affects traders or locusts (besides this). Not sure if this is just me, but figured I'd post just to be sure. In the meantime, I'll just leave locustbro at home when I go a-tradin'.
This mod is sick! I love parading around my little locust buddy around on my head, would be nice if there was a way to get a sawblade variant though.
hey hey, sweet mod! One request, if you would. It seems like locusts get a LOT of mining power out of a small bit of metal, much more than you'd get from an equivalent pick? 2000 durability vs 450/500? Would like to see this stat made more on level or configable or something. Much love!
This is so cool. How about a capacity to rename the locusts?
Eh maybe if we ever get base came capability to rename the Elk, it'd be cute but I dont see much of a reason why locusts would need that specifically.
when using with AnimalCages mod, the hacked locust converts into non-hacked variant on release (but cage still shows hacked one when it's inside). Is it something that's fixable in scope of this mod, or is it AC issue?
UmbralSun Hmm thats odd it used to work in the past, if the locust is noticeably becoming unhacked as soon as its placed, like with a sound que and such, then for some reason something is causing the locust to think its not your only one and causing it to instantly unhack. I'm assuming you have only one locust which would be a bug otherwise its working as intended. Maybe something about the cages and the rework shifted it to think there's 2 for a moment on placement, but thats definitely odd.
In either case I recommend using the base mod's pickup feature instead of cages. There's a cute easter egg if ya dont wanna use a backpack slot where a locust can sit on your helmet slot instead if ya try to pick them up while your backpack is full but helmet slot is not.
Yeah, that's what I will do. Locust-hats are very cute and I like that they also provide light. Thanks
I did a little more testing and it looks like after caging a hacked locust, it's map marker remains in the same place where the locust was before caging. So it seems like some kind of invisible entity is left behind in the world, which leads to instant unhacking when the locust is released from the cage, because that entity still takes the hacked locust slot. This also happens with Craftable Companion - but in its case, it becomes abandoned and can be adopted again by the next interaction with it
Awesome mod! 10/10.
Just one question, is there a specific reason you decided to not include the sawblade locust as a hackable option?
For fun I was playing around with the Hacked Locusts mod (that specifically does nothing besides adding the ability to hack them as well) and even tho its for an older game version, it does appear to harmonize quite well with your mod (except the carry feature. That does not.)
So I was wondering if there is any reason you decided to not add this feature in as well (maybe lore wise?)
Well I didn't include it for the same reason I think the base game does not include it. That being they're just way too strong to be under player control, especially for clockmaker a class thats meant to be weaker in combat lol. I used to have a mod called Upgradeable Locust that acted as an addon for this one that allowed for bronze sawblade locust, but I haven't kept it up to date since I didn't end up using it much because I found it too OP even with tuned down stats.
I will say if I were to add support for sawblades, probably by swapping the bulb on your locusts with a costly sawblade tail item. I would need to look into integrating it more with the mods new features, like say having a seprate sawblade durability stat like the drill (taking steel a plate instead of bronze rod) and allowing the locust to chop wood / use saw durability for powerful attacks.
But that'd be a notable bit of work I'm not interested in pursuing at this time, as I think its still gonna be pretty overtuned balance wise and I prefer the bulb locusts personally :P
Giving up backpack slot feels abit to punishing to carry around you locust, would you consider adding a custom backpack to hold it and a handfull of items? Stuff added by your mod the spear and maybe other metal bits like metal parts, gears, temporal gears and jonas bits. Things which make sense a clockmaker would store.
I like the idea of you calling back your locust and him latching onto a custom holder on your back with a toolbox of tools to fix him up.
I wont be adding a custom bag FOR the locust itself, but luckily for you there is another "easter egg" interaction where ya can wear your locust on your head added in the last update :P
To trigger it try picking up the locust with an occupied bag slot while NOT wearing a helmet.
For as cute as your idea is the pickup isnt really meant to be super active, its just a convience for when ya manually wanna move them somewhere but they're being annoying I dont want players stuffing their inventories with em lol.
A component bag could be fun but also probably overkill for just metal parts with that in mind
ADORABLE! I kinda want to give them a hat now so your wearing one as a hat while it has a tiny top hat. Also more than fair.
Added this to a server im hosting with friends, can't seem to "refuel" the drill, could that be due to the locust being tamed BEFORE the mod was added or just user error?
Yes it was due to it being tamed before the mod was added
its little drill is extremely cute
:D Yeah I'm really happy with how it turned out, fitting sounds were interesting to figure out, glad ya enjoy it!
great mod! i'm finally able to use locust not only like a decoration at my base
i only have one issue: i want to make it completely immortal, but when i'm modifying "DamageCap" in config it doesn't actually change damage cap for my locust. i tried to set it to 0.01, 0.05 or at least 1, but damage still caps at 5. any idea what might be wrong?
Ah a sloppy mistake on my part! I forgot to swap the second five for the dynamic value in the return lol. When I tested I didnt notice it actually not changing the value just the sound appropriately at the different cap.
So right now the setting will change AT WHAT value the damage cap fires, but still always make the resulting damage 5 lol, meaning 1 is actually more harmful since it AMPLIFIES damager right now, that'll be fixed in the next update! Might wait a little to release that incase any other issues crop up so I can address those too but if not I'll push one out soon :P
When that update is out also note that "1" is the lowest ya can set it to its an int and not a float so decimal values wont work only wholes!
Sorry for the confusion!
Update with the fixed config should be out now sorry for the delay! Feel free to try 0 if ya want the locust to be unkillable, otherwise 1 is the lowest ya can go :P
Thank you for being the creator of my favorite locust mods! You have really outdone yourself with this one. I'm starting a new world now. I cant wait for my new bronze buddy! Thank you again!
Always appreciate nice comments like this even if I fail to respond, it was a ton of work but a really fun continued progression for what still started out way back when as my first VS mod :D
Hoping you'll love all the new content with your new buddy!
Hm. I'd love to see a late or even a mid-game boost where you can control more than one locust-though I'd recommend it caps out at three for the sake of sanity and to prevent players from simply farming an ungodly army. Maybe a necklace or bracelet that can allow for controlling more than one? Or better, both items, with one requiring late-tier crafting like steel to make, and both stack to allow for the three.
Don't know if it's even possible, but I'd love to see it. That aside, I've had fun with this mod, it makes the locusts so much more useful! And...being able to save them does help.
Perhaps there can even be an option to craft them if you have the metal parts and other resources? Maybe even use the rare broken locusts you find as debris in the world.
I have zero plans to add more than one locust, mostly as a technical concession, to manage multiple locusts would break core arcitecture in the ownership system vanilla has that I use in the mod distinctly, but even if it weren't for that it also introduce alot of complexity for how to actually meaningfully cordiante MULTIPLE locusts. Especially for something like the digging mode.
But even beyond a technical problem I dont have any interest in pursing it personally and I think it'd take the locusts too far beyond a "class gimmick" if they were this crazy scalable power and work force, a more crazy thing like that shouldn't be a class restricted novelty. Which I want to keep intact with this mod, its focused on content for making your locust actually something worth investing in and picking the class for, but ultiamtely not overshadowing other content in the game or being this super crazy thing. It's a single little helper buddy unique to your role and thats exactly the dev direction / balance I wanna stick to :D
As for crafting, there's a cute mod for that which should work fine with this one already aptly named Craftable Locusts! It'd be easy to add but I dont see much reason to in this mod for now. I like the rough implications of they're more complex and tough for your character to replicate entirely, and personally the need of a fully from scratch automaton ya make yourself I've already filled with my Craftable Companion mod lol :P
Sounds reasonable to me-it just tickled my imagination a bit, and I couldn't help but mention the idea.
Thank you for humoring my thoughts on the matter!
The monarch returns
Looking forward to a 1.22 release :)
One is in the works and its gonna be aweosme, a big rework of the mod to the degree I may consider rebranding (since its adding alot more than just repairing at this rate)
Aside from tuning up the vanilla repair mechanics that were added and still very underwhelming this update's gonna include alot of new utility from the locust, largely in commading it.
So far I've added a "passive mode" toggle to the tuning spear that lets ya order your locust to NOT automatically attack things.
A "Directed Attack" mode that lets ya point your spear at something and set it as the locust's main priority to attack (ya can even use em in PvP now)
And "Prospecting Assistance" where locusts now assist during region sampling if ya have one, needing ya to only break one block while the locust plays a cute drilling animation with custom sounds and "samples" the other two for ya. giving a report much quicker than manual prospecting and without using as much durability :P
Hoping to get some more worked in, and there's alot of reworking for the other parts of the mod like cutting repair kits for metal parts and other changes.
You werent kidding holy shit that is so cool, Thank you :D
Hope ya enjoy! That last digging mode took me longer than expected and is easily the most complex AI I've had to do for VS so far, and given some of my other private server work thats saying something lol
Hoping the popularity of this mode can bounce back and not be made irrelevant by vanilla changes :P (hence the rename lol)
Exmortis Back in the day it just worked, probably does now. If its patching the sawblade variant into the base hacked locust entity and not touching the entity class it should just work. Load it up and try it out, if not should be as easy as just patching a new entity the the locust class my mod adds and the behaviors ands such
Hey Pal_5000
Whats the likelyhood of compat with https://mods.vintagestory.at/hackedlocusts ?
They add taming a Sawblade Locust.
Would be neat!
Thanks for the great mod!
Chaebennon Thats a vanilla bug, its their drill being pushed out behind them, it occurs regardless of this mod being present I dont touch the locust shape or their animations.
7yd1a Sad I didnt reply to this comment at the time of posting, glad to hear you're enjoying the mod it really is fun. Olivine's a great name especially with the greener glow they get :D
Tamed locusts using this mod appear to have their little spikey nose thing floating behind them, instead of on their face.
Hi! I love this mod! I get so much more use out of my locust now that I can fix it when it dies. I named mine Olivine :)
Unfortunate, though I wonder how difficult it would be to 'sew' the sawblade onto it as an addition, maybe on the back of the bulb?
this all comes from the guy whose been finding 'pets' for other class exclusives, like a whole damn shiver for malefactors lmfao
SpookyJ Funnily Enough I do have a mod called Upgradeable Locust thats out of date that allowed you to upgrade the bronze locust into a sawblade variant, although ever since the repair kit rework I've stopped working on that mod as I didnt really find myself using it much and prefer the look of the bulb locusts, alongside it being very strong for a purely class exclusive thing.
I can't say I really have plans to revive it but the idea is definitely neat still.
This is a neat little QOL mod but have you thought about taking it further with something like locust upgrade kits? rather than giving locusts a stat buff you could have to work for it a bit, maybe even kill a few buzzsaws for a rare drop that lets you increase the attack damage of your locust. You could also have a defense upgrade that lets it tank more hits etc.
Gantradies Just load them and test, it really depends how they do it, if the mod patches locusts, then as long as it does not override the entity class like I do they will probably work fine. If its a new mob thats swapped in then my changes wont apply.
@spb1234 As for Poly Locusts ever since the version 1.5.0 of Repairable Locusts, I warn in the known issues section that if you have more than one locust at a time the map marker / ownership in general will behave radically as the ownership will constantly jump between locusts controlled by you. So even if it still largely works do be aware of that problem as its normally resolved by the locusts fighting to the death.
ill second the question-
the author of LT mentions that it probably wouldnt work together as-is-
technically seperate mobs, i think?
Pal_5000
Does this work with the Locust Taming Mod that uses PetAI to manage tamed locusts by non clockmaker classes?
Additionally, I see that Poly Locusts mentions implementing compatibility with this mod, is there any confirmation that they are compatible currently? Or would it be best to wait for confirmation from Iphour?
Also also, does this or will this include repairability to corrupt locusts, instead of only bronze locusts?
I wish there was a mod that allows other classes to tame locust. I was a different class and changed to clockmaker 80 hours in to use this mod!
Pal_5000 yes I went through several rounds of locust spawnings and hacking trying to get them able to be repaired by the thing. The only other mod I was using that impacted locusts was Poly Locusts which I removed a few times in my testing trying to get both this and that one to work. I believe I even went into a creative world, spawned new locusts, killed them, and tried to revive them using the kit but it wasn't working. I can try more specific testing if it would help.
CharlieSoulfire Indeed it is hard coded last I checked, nothing to do with my mod sadly.
Celly Surprised I missed this apologies, was the locust you were trying to repair spawned before the mod was added? If so that will sadly cause them to not work but all future ones should, also other mods patching locusts may effect this.
I have confirmed that it checks for class and not trait, and I suspect it is hardcoded since nothing in ythe game's assets folder explained this behavior.
Pal_5000 Does it check for classes/players with the Tinkerer trait or check for the Clockmaker class, specifically?
I can't seem to repair dead hacked bronze locusts on 1.21.1. I'm right-clicking with the repair kit but nothing happens.
Note that a major rework has been released so the way mod behaves is potentially different so any past problems need testing again, apologies for not getting to these comments in the past.
IsaBachir
Odd, well latest version hacking definitely works, watch out for the class check, it applies to the spear even if you have class specific recipies turned off last I checked.
Redison
This was very nice! Apologies for not adding it, the latest version reworks all the items and adds new text so sadly I can't just pop this in after the fact.
For some reason i cant hack locusts, you seem to be active on the companion mod so i assume its something on my end, or is this outdated?
Translation into Russian
Translation into Russian of your mod. Thanks for your work!I'm noticing the hacked bronze locust when put on "wait" still moves around fairly frequently when in the base game a hacked bronze locust would sit in some spot on "wait." Is this possibly a bug or is there something I did that I can do to fix it? It's crawling all over our cellar and I don't want it to light itself on fire haha.
It also seems to be lagging our dedicated server but I don't know if that's just my connection or not. I'm on 1.20.7 so maybe that's it? The lag only happens after I interact with the locust.
Edit: The lag wasn't due to the locust, it was due to the minimap zoom (which makes sense), however it still moves around a lot while put on wait but I think the vanilla one might do that too.
FishSwalad
You should be able to make the changes you want with some pretty basic Json patch operations, I wont give a guide here but for this specifically (And for easily making tweak mods like you want) there is a tool in the game called the Mod Maker, here's the wiki link here: https://wiki.vintagestory.at/Special:MyLanguage/Modding:Inbuilt_ModMaker
Given your looking to make simple changes I'd ask for help in one of the community hubs if you're having a hard time.
Hi, i am trying to give the hacked bronze locust and extra 2hp and maybe somehow increase it's light raqdius, do You have any idea how to do this -this is my first time messing aroudnw ith files
Yesss thank you!
MrDGrim
i1kana
Released an update that should fix it, thank you both for reporting!
yup. errors in patch 1.20.5
The game throws this error in the new 1.20.5 stable release
18.3.2025 13:15:59 [Error] Patch 1 (target: game:entities/land/locust-hacked.json) in repairablelocust:patches/locust-patches.json failed, following Exception was thrown:
18.3.2025 13:15:59 [Error] Exception: Index must be within the bounds of the List. (Parameter 'index')
at Newtonsoft.Json.Linq.JContainer.InsertItem(Int32 index, JToken item, Boolean skipParentCheck, Boolean copyAnnotations)
at Newtonsoft.Json.Linq.JArray.Insert(Int32 index, JToken item)
at JsonPatch.Adaptors.JsonNetTargetAdapter.AddReplace(AddReplaceOperation operation)
at JsonPatch.Adaptors.BaseTargetAdapter.ApplyOperation(Operation operation)
at Tavis.PatchDocument.ApplyTo(IPatchTarget target)
at Tavis.PatchDocument.ApplyTo(JToken jToken)
at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.ApplyPatch(Int32 patchIndex, AssetLocation patchSourcefile, JsonPatch jsonPatch, Int32& applied, Int32& notFound, Int32& errorCount) in VSEssentials\Loading\JsonPatchLoader.cs:line 334
Pal_5000 ok. didnt know that. thank you
ChristsRisen
It should be! The only thing that is likely to trip you up at that point is the vanilla game behaviour of the spear having a 0% chance to hack a locust if used by a different class. (I dont know if this has been changed, but even turning off class exclusive recipies wouldn't affect this!)
Once you actually have a hacked locust though, all the content of this mod should work fine with class exclusive recipies turned off.
is this playable with another class if you have class exclusives turned off in your world? thx
Pal_5000 Thanks. Thats a lifesaver. Could I humbly request that gets added to one of the descriptions of one of your two mods? <3
Styxus
Funnily enough, I actually posted the specific settings I use to carry the two Locusts and my other mechanical companion in the comments on the Mechanical Companion mod page. Take a look at that page, scroll down abit into the comments, and you should find the settings for animal cages to carry them.
This might be a silly question, but what is the entity code for the hacked bronze locust, hacked corrupted locust, and hacked bronze sawblade locusts from these mods. I tried to find it with commands but can't seem to find which commands. I was looking for IDs, but those didnt help. (I am trying to use Animal Cages).
WastedWanderer It works fine on 1.20.3 I even used it mainly then, I was just selecting the last few 1.20 versions so the little tag in the release said "Various v1.20.X", it should work perfectly fine for all the 1.20 versions so far apologies for the confusion.
i noticed the 1.20. skips 1.20.3 is it compatiable with *.3 and just a typo or unknown?
YellowWizard The 1.19.7 version ought to work just fine. The only one of my mods so far that really needed any desperate updating to work with a newer version so far has been Craftable Companion making the leap to 1.20 due to changes with entity inventories. Even the newest version might work but I'm not as sure.
Is there a 1.19.8 version?
SovietSwede Thank you for your appreciation. They are from this outdated but still partially working mod: "Piing's Hats"
Nice work with this mod!
Somewhat unrelated question. The goggles worn in the screenshot, what are they? where are they from?
can i use this as any class? i dont want to have to change my class just to mess with locusts
@Pal_5000 - Question on compatability, but does this mod have any issues when it comes to XSkills' scrapping ability?
This mod is such a breath of fresh air, Im really enjoying it, thank you!
The only thing more I think I could want from it is the ability to repair our little locus buddy faster without him dying first.
Maybe you could hold right click on a hacked locus with a wrench to gradually manually heal it back up, the speed based on teir of wrench perhaps?
@Alatyr That's actually a really solid idea. Thank you. Might release an update to do exactly that.
I would recommend adding a soldering iron and solder to the crafting grid. And reduce the waste of wrench strength by half accordingly.