Allows you to open the workshop UI from any backpack and adds useful crafting recipes. Compatible with 1.5 beta 3.0 Update 4 Hotfix 8 and RC18/19/21.
Installation:
- Choose the version of the game you have
- Extract the gamedata folder
- Place the gamedata folder in you main game directory, merging it with the Anomaly's gamedata folder.
Changelog:
- Version 1.1(October 14th): Added support for RC18 (Select your version and extract only that gamedata folder).
- Version 1.2(October 15th): Added Russian translation of the "workshop" string for Russian players. Translated "workshop" to "верстак", adding that in the necessary Russian xml config file and string table. If "верстак" sounds like an inappropriate translation feel free to comment and suggest a better one.
- Version 2.0(October 15th): Detached the workshop script from the pocket workshop script. No more debug oddities like 999 upgrade parts, yay! Now each backpack supplies specific toolkits based on its type, all backpacks supplying the gunsmithing tools and drug-making kit:
- Backpack - Basic tools
- Camping Backpack - Basic tools
- Tourist Backpack - Basic tools
- Travel Backpack - Basic/Advanced tools
- Hunter's Kit - Basic/Advanced tools
- Combat Backpack - Basic/Advanced/Expert tools
- Version 2.1(October 16th): Copied the scripts and string tables to their own files, so there will be no more compatibility issues with anything that touches ui_debug_launcher.script or ui_st_inventory.xml files. Contained the script in a new workshop_backpack.script file, and the string tables in their separate ui_st_backpack_workshop.xml files for their respective languages. This means if you are updating, you need to manually remove the old files (ui_debug_launcher.script and each of the ui_st_inventory.xml files for English and Russian). The old files shouldn't cause any problems existing in your gamedata directory though, they just won't be referred to (and the old xml file might be telling the game what strings to return).
- Version 3.0 (October 18th): Added new crafting recipes for ammo and meds alongside the pre-existing ones. Ammo now no longer requires being crafted using old or damaged ammo of the same caliber and round. Instead they all use the ammo parts component that can be disassembled from any round, of various amounts dependent on caliber (Since your recipes won't show up unless you add two items to craft with, the ammo parts are listed twice for every round, but the actual cost of the recipe is not the combination of both listed components, just pretend there is only one component listed). Pistol and shotgun rounds have the best conversion rate of ammo you are disassembling to new ammo you craft, small rifle calibers have slightly lower, large rifle rounds lower still, and sniper rounds require the most ammo parts. Also made the required ammo recipes you need to learn to craft ammo based off of the round's caliber and stats. Finally for ammo, I did my best to make the crafting list organized by caliber (But RC18 seems to not be working as well for some reason), so hopefully it's easier to find the round you are trying to craft. For medical items, I added some recipes that make more sense than the old ones for some basic supplies like bandages, stimpacks, and medkits. Some people might find these changes to make the game too easy for them, but I didn't change any old recipes so you can either ignore the new categories I added or just delete the craft.ltx file from your gamedata/configs/items/settings folder and pretend like nothing happened. Alternatively it's easy to change the recipes and their requirements from there if you want to customize it. I made this change to try to make useful recipes I can use on the go to replenish supplies.
- Version 3.1 (October 20th): Modified recipes slightly so better rounds of the same caliber cost more ammo parts to make compared to their base FMJ or whatever equivalent to try to balance it a bit more.
Summary:
Currently, this mod lets you right click and select the workshop from the drop down menu of any backpack. Also each backpack supplies different toolkits depending on type (look for the list on the changelog above, version 2.0). With version 3.0 I added more useful crafting recipes for ammo and medical supplies. I have plans to extend this mod in the future to fix the issues I have with Anomaly's crafting system, all of which are listed here in my design doc (google doc). Russian string tables are also provided for the few words this mod adds.
Compatibility:
Is incompatible with anything that touches o.backpack.ltx and craft.ltx. If you are prompted to replace files when installing my mod, it is not compatible. Will also be incompatible with any mod that adds backpacks (They won't be listed to add the workshop functors to). Compatible with both the latest Release Candidate and ModDB releases of Anomaly.
Please report any issues and the scenario in which it occurred.
Patreon
Metro Exodus crafting by backpack is cool
yeah that was totally my idea, but this is just a primitive proof of concept right now. I wanted to make the crafting/repairing WAY more accessible and straightforward than it is currently, actually complementing the game. In the future if I can I'm going to completely change the crafting system and make the different backpacks offer different crafting options if I can, it's just a matter of if I can figure out how to do any of those things (I'm very much a beginner, I can't tell you how long it took me to figure out how to do this very simple thing).
Here's an idea: instead of backpacks, use the toolkits to access crafting. Would be more immersive imho. Nice mod, though, gotta try it out. Thanks for your effort!
Yeah other people are positing that idea but I was really going for like a Metro Exodus feel. And I'm planning on making the toolkits obsolete as well. Adding this feature to backpacks ties into my future plans, it just takes a lot of time to learn.
new game?
It shouldn't need a new game, no, I just tested it on an old save.
Thank you!
No problem!
Hi, can you add Russian localization files to your mod? I can provide, you just need to update it.
Of course! Email me at michiko.hamasaki.chan@gmail.com it would probably be easiest that way.
Nevermind, I figured out the translation and updated it. Should now say "верстак" when set to Russian localization. Is this an appropriate translation?
Nice upgrade bug
It's not a bug it's the pocket workshop script. The mod is very primitive right now so it is just the pocket workshop, activated a different way.
Вот если бы это было сделано для инструментов, а не рюкзаков...
Sorry I don't understand Russian, I can only use google translate. Are you saying I should add the option to open the workshop with the toolkits?
Yes
that's an idea, however it leaves up in the air whether it should check for other toolkits and such that you have or only use the one you right clicked on. I imagine the former would make much more sense. But if I plan on making toolkits obsolete then there wouldn't be much use for me to implement that
Would it be better to only be able to craft as long as you have a set of TOOLS?
Read the description, it runs the pocket workshop script rn.
Since so many people seem to be bothered I feel like I have to clarify, this only runs the pocket workshop script right now. It's a primitive baseline. If you don't want to open a workshop that thinks you have all toolkits and ****, DON'T download this yet until I change it. It is NOT a bug. Please read the description before downloading.
I wasn't trying to disrespect your work. I actually think your mod is a great idea and much needed. I was just wondering if you plan to work on it further, such as requiring a set of tools as well as a backpack in order to craft? This was how it was in Dead Air and it felt much better than Anomaly's default system. Which we can all agree on, sucks.
Oh no harm done, yeah I have much more plans for it. Actually I want to make the toolkits obsolete and make it so the backpacks supply different toolkits depending on the type. But ideally I'd want to get rid of that too eventually and just make an entirely new system reminiscent of Metro Exodus, but adapted to work for Stalker and with at least a bit of a realism approach in a way that is good in a game design sense and not bloated and strange
And my bad if I came across as cold, after getting comments like "haha nice bug dude" my brain interpreted shitposting as opposed to a genuine question.
Hi what is RC18?
It's the Release Candidate version of Anomaly, think of it like a beta. It's only available for download from the Anomaly discord through the magnet links they provide in one of the channels, but is a newer testing version than what you find here on ModDB. I got confused hearing people say RC18 at first too lmao.
Excellent work, while I really do enjoy this feature, I think a better way to balance this would be to only limit it to crafting and maybe repairing, but leaving upgrading to workbenches as this mod makes them completely useless once you get a decent backpack.
I was intending on making workbenches useless just for the fact that they are too difficult imo to access with the pay requirement, but in the future if I can add my own workbenches in bases and such or modify existing ones to not require money, I could see it acting much more like Metro Exodus in that sense, allowing you some vital functions with the backpack on the move but giving you a small incentive to visit a base every once in a while to gather up everything you have and implement the best upgrades and such before heading out again. I should have thought of that though because that completely slipped my mind, so thank you for reminding me!
How do I disable repair kits?
Do you mean like, how do you disable the requirement to have repair kits to repair?
I´m no sure if its about needing repair kits to install upgrades but I was going to ask how I could do that. I´m not sure if this is something the mod is going to do but is something I feel would make the crafting more practical for me.
if you're just talking about needing repair kits to relair, like how you need a smallbore rifle repair kit to repair 5.45 rifles, I was wanting to find a way to get rid of that requirement or just make the game think you had them but hadn't figured out a way yet
I meant needing the kits to install upgrades like accuracy, fire rate, and the like, on weapons and outfits.
Oh, that's actually very easy to change, as the debug pocket workshop script has code for that. Go into my backpack_workshop.script file and where you see all the true false statements for each function start_workshop I made, there's a false statement at the end that when turned to true, makes it so that the game thinks you have 999 of every upgrade kit. However this means you literally can just upgrade everything from the start with no cost to you except for buying a better backpack to have access to advanced and expert tools.
I like that you are doing some crafting changes, IMHO most of the recipes in anomaly could use a rework, like you need 2 vincas to craft a bandage, which is strange, should be like combining 2 pieces of cloth and alcohol or something (maybe bandage could be less effective).. anyway keep up the good work :)
Yeah, I was thinking of doing cloth and alcohol but I just decided **** it and did just cloth because making recipes to combine all of the different kinds of cloth and alcohol would bloat the interface, but you can totally add that if you want in the craft.ltx file.
I might actually do some crafting with this. Was not a fan of the vice system at all.
This should make it compatible with Powered Exoskeletons
S000.tinyupload.com
It´s just 2 copypasted lines cause both mods use craft.ltx
Yeah compatibility for different crafting mods is super easy especially since I added new categories and recipes instead of changing old ones. Just need to make sure all the categories are listed in the right order and everything.
Thanx so much for an awesome mod! Edited it a bit myself so the crafting recipes do not feel so easy to make)
Is there a possibility you could make a version that does not close the ui of the workshop when crafting? I am using Grok's mod for masks that has a version without auto-closing inventory on item use, but it does not affect your workshop it seems.
Cheers!
I second this. It is rather annoying every time you craft stacks of ammo.
It really is annoying but unfortunately as far as I'm aware it can't be done without changing the workshop interface code entirely. There is a potential way to make it not close upon crafting an item, but the code is set up in such a way that the interface cannot update until you open it again. It might be possible to accomplish and I would really love it as a huge QOL feature, but I'm still very new to coding so I don't know when I can figure it all out.
So the button for updating inventory screen is F5, maybe it's possible to write a script which does that without closing workshop? Anyway that's just a wild guess, so thanx for pointing out exactly how hard it is to actually make. All is left to do is hope that one day someone addresses it
Yeah I have no idea, there's probably some way to copy the inventory to make real time updates work but I'm not sure when I'll try to put in the time to figure that out. Been moving on to different mods and ideas so I might end up revisiting this concept much later
Hey, can make compatibility with this mod: REBALANCED BACKPACKS MOD
sry for my eng.
I could try to look into it sometime. Meanwhile you could try to merge the changes both mods make wherever it conflicts
I love this mod but I keep getting this bug where after exiting the backpack workshop, I can't see the actor's arms/weapons/nothing.
That's very strange, but it must be related to the workshop script since I just call the workshop function. Any bug related to the workshop is very likely an issue with how the workshop was coded since my scripts don't touch it, it's just set to activate it the existing workshop script. Could be because it was designed to be used on a vice along with camera animations and such whenever you do anything with it.
Good to know, thank you for the information. I'll check out what the causes could be on my end. Also thanks for taking the time to make this mod.
Thank you!
would it be possible to add condition bar to backpacks so that when you use the workshop it would get damaged a bit? It would make this functionality a little bit harder/realistic :)
Hi can you update for Anomaly 1.5.1?