Description

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.

Preview
Eden's Backpack Workshop (3.1)
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AyeBlin
AyeBlin - - 364 comments

Metro Exodus crafting by backpack is cool

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Eden_152 Author
Eden_152 - - 96 comments

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).

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Guest
Guest - - 689,990 comments

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!

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Eden_152 Author
Eden_152 - - 96 comments

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.

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TanakaTakeshiTetsuo
TanakaTakeshiTetsuo - - 26 comments

new game?

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Eden_152 Author
Eden_152 - - 96 comments

It shouldn't need a new game, no, I just tested it on an old save.

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TanakaTakeshiTetsuo
TanakaTakeshiTetsuo - - 26 comments

Thank you!

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Eden_152 Author
Eden_152 - - 96 comments

No problem!

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Deox1s
Deox1s - - 14 comments

Hi, can you add Russian localization files to your mod? I can provide, you just need to update it.

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Eden_152 Author
Eden_152 - - 96 comments

Of course! Email me at michiko.hamasaki.chan@gmail.com it would probably be easiest that way.

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Eden_152 Author
Eden_152 - - 96 comments

Nevermind, I figured out the translation and updated it. Should now say "верстак" when set to Russian localization. Is this an appropriate translation?

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Guest
Guest - - 689,990 comments

Nice upgrade bug

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Eden_152 Author
Eden_152 - - 96 comments

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.

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DELORIANx2
DELORIANx2 - - 185 comments

Вот если бы это было сделано для инструментов, а не рюкзаков...

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Eden_152 Author
Eden_152 - - 96 comments

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?

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DELORIANx2
DELORIANx2 - - 185 comments

Yes

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Eden_152 Author
Eden_152 - - 96 comments

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

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Guest
Guest - - 689,990 comments

Would it be better to only be able to craft as long as you have a set of TOOLS?

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Eden_152 Author
Eden_152 - - 96 comments

Read the description, it runs the pocket workshop script rn.

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Eden_152 Author
Eden_152 - - 96 comments

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.

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Guest
Guest - - 689,990 comments

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.

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Eden_152 Author
Eden_152 - - 96 comments

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

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Eden_152 Author
Eden_152 - - 96 comments

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.

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Guest
Guest - - 689,990 comments

Hi what is RC18?

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Eden_152 Author
Eden_152 - - 96 comments

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.

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Guest
Guest - - 689,990 comments

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.

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Eden_152 Author
Eden_152 - - 96 comments

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!

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denchiki1040
denchiki1040 - - 1 comments

How do I disable repair kits?

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Eden_152 Author
Eden_152 - - 96 comments

Do you mean like, how do you disable the requirement to have repair kits to repair?

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PapaEcoMyk
PapaEcoMyk - - 69 comments

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.

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Eden_152 Author
Eden_152 - - 96 comments

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

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PapaEcoMyk
PapaEcoMyk - - 69 comments

I meant needing the kits to install upgrades like accuracy, fire rate, and the like, on weapons and outfits.

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Eden_152 Author
Eden_152 - - 96 comments

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.

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andrejchudoba
andrejchudoba - - 266 comments

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 :)

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Eden_152 Author
Eden_152 - - 96 comments

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.

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PossuM
PossuM - - 322 comments

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

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Eden_152 Author
Eden_152 - - 96 comments

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.

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Guest
Guest - - 689,990 comments

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!

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DirtyThongSniffer
DirtyThongSniffer - - 11 comments

I second this. It is rather annoying every time you craft stacks of ammo.

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Eden_152 Author
Eden_152 - - 96 comments

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.

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DirtyThongSniffer
DirtyThongSniffer - - 11 comments

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

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Eden_152 Author
Eden_152 - - 96 comments

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

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Guest
Guest - - 689,990 comments

Hey, can make compatibility with this mod: REBALANCED BACKPACKS MOD
sry for my eng.

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Eden_152 Author
Eden_152 - - 96 comments

I could try to look into it sometime. Meanwhile you could try to merge the changes both mods make wherever it conflicts

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ScavsAteMySandwich
ScavsAteMySandwich - - 155 comments

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.

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Eden_152 Author
Eden_152 - - 96 comments

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.

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ScavsAteMySandwich
ScavsAteMySandwich - - 155 comments

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.

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Eden_152 Author
Eden_152 - - 96 comments

Thank you!

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andrejchudoba
andrejchudoba - - 266 comments

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 :)

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Guest
Guest - - 689,990 comments

Hi can you update for Anomaly 1.5.1?

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