This adds various objects that can be bought and crafted, including light sources, stashes, a portable workshop, a radio, and a playable piano, and can be placed in the world through a primitive base-building system.
Prerequisites
Optional
Installation
- Use Mod Organiser 2
- Install the zip as a FOMOD
This bundles in various dependencies that can be omitted if you already have the latest versions in your load order. I highly suggest you isolate these dependencies and update them as their own mods to ensure the latest versions of the scripts are used.
New versions (as of v2.1.0) should automatically migrate any saves using an old version of HF.
Features
Lights
There are three light sources: metal torches, gas lamps, and a psi light.
Each have their own required fuels and different durations. The metal torch can be crafted.
With WTF, the psi light can be obtained through an artefact hunting mission from Sakharov after turning off the Miracle Machine. Without WTF, it can be obtained by Ecologist or Monolith traders at a high goodwill.
Stashes
Four different stashes: a small sack, an empty repair kit, a gun case, and a metal box.
The small sack can be crafted from small sheets and a sewing kit (drag n' drop in inventory), while the others need to be purchased from a trader. The larger stashes, like the gun case and metal box will require a higher goodwill with the faction. An optional file is included to make the different stashes meaningfully different from each other by adding capacities to each in ascending order.
The new stashes can be picked up by clicking 'Take All' when the stash is empty.
Radio
Broken radios can now be repaired through crafting recipes and play music. Currently, it uses the PDA's radio stations, but can be expanded to include other playlists (see 'configs\plugins\placeable_radio\')
Portable Workshop
This workshop can be moved around and placed wherever, allowing for the use of toolkits away from faction bases.
It includes an integrated stash, which moves its items into the player's inventory during crafting and repair, and back into the stash once finished.
With WTF, this is obtained by completing a repair task from a technician, after giving away all three tiers of toolkits. Note that, in this task, the weapon must be completely repaired - including its internal parts.
This can also be obtained by trading with traders at a high goodwill (supply level 3).
Playable Piano
This piano can be played using the keyboard. Each button on the keyboard corresponds to a note on the keyboard, and is arranged with respect to the QWERTY keyboard.
There are additional options for selecting and filtering different sheets included in this addon, and for changing aspects of the piano itself, including transpose, volume, and instruments. New sheets can be added by looking into 'configs/plugins/playable_piano/sheets'.
The notation for the sheets are as follows (pretty much following the virtualpiano.net notation):
- Wholenote delay: 'g|g|g|g'
- Halfnote delay: 'g g g g'
- Quarternote delay: 'gggg'
- Eighthnote delay: '[g g g g]'
- Play 'ad' and 'sf' at the same time: '[ad] [sf]' (halfnote delay)
- Play 'ad' and 'sf' at the same time: '[ad sf]' (eighthnote delay)
Sheets can be found in communities that use this same notation, including virtualpiano.net, r/virtualpiano, and Tower Unite.
This is obtained by trading with Loner or Bandit traders at a high goodwill (supply level 3).
Changelog
See the full changelog on Github!
2.2.1
Bug Fixes
- Fixed crash when loading old saves (Thanks Rambito!)
2.2.0
Update your modded exes!
Features
- Add popup to show available controls during placement
- Spawn world objects per-entry, instead of once per save
- Add human-readable ltx files for spawning objects (see configs/world_objects/spawns.ltx)
- Register world objects' story id
Bug Fixes
- Continue spawning world objects even if one fails
- Disabled movement during advanced placement
- Fixed crash when dropping weapon displays (Thanks Rage4556!)
2.1.1
Bug Fixes
- Fix loner traders not having loner-specific items
- Fix crashing on 4:3 resolutions when opening radial menu
2.1.0
Features
- Create save game migration system
- Old saves using 1.1.4 should now just work™
Bug Fixes
- Remove debug prints in WTF module
Code Refactoring
- Remove deprecated callbacks
Builds
- Tick default options in fomod
2.1.1
Bug Fixes
- Fix loner traders not having loner-specific items (Thanks Rambito!)
- Fix crashing on 4:3 resolutions when opening radial menu
2.0.0
Breaking Changes
- This update requires 1.5.2 modded exes
- Significantly refactored code, including script binders which means any third-party furniture will need to be updated for this version
New Features
- Added a mode to placement system: Automatic Surface Alignment
- Added a mode to placement system: Intuitive Controls
- Created a primitive data store for furniture (e.g. fuel)
- Added 'World Objects': Ability to add objects that spawn once in the world
- Lights will have infinite duration
- Objects cannot be picked up
- See guide for how to add world objects
- Added 'Creative Mode': Ability to select and place objects without needing to use their item variant
- Enabled Autoplay on the piano to continue outside of the UI
- Added Quick Use on single tap and a generic Radial Menu on hold when using the interact key on furniture
New Objects
- Weapon Displays, by Utjan
Bugfixes
- Fixed supply level 3 overriding supply level 2 for renegades
- Fixed bounding box not detecting dynamic objects
Other
- Restructured the mod into the FOMOD format, placing various objects into distinct thematic modules
- Restructured MCM settings into categories, which will probably revert settings from previous versions
Video Demo
The Future
- Need to see demand for binding different notes to different keys for non-standard keyboard formats
Russian translation may need touching up, as it was done via DeepL. Largely done by VortexBomb!
- May add new piano sheets from existing communities
- Open to anyone wanting to make better models
- Open to suggestions of furniture with functionality (no decorative objects for scenery - this includes tables and chairs)
Plan to implement automatic alignment of objects to surfaces, for ground, walls, and ceilings (require 1.5.2) Complete as of 2.0.0
- Plan to add system for interaction between furniture objects, including traps and triggers.
- Plan to add system for enhancing/upgrading furniture, including camp beds.
- Plan to add hacking minigame similar to Eve for looted PDAs, and include additional possible rewards.
- Looking into (but not guaranteed) emission detectors, message broadcasters, shooting targets, dummy cardboard cutouts, and artefact research stations (passive money generator).
FAQ
- "My game crashes with the error: 'Can't open section 'tch_junk''!"
- You need a modified .exe that implements DLTX, available here: Github.com
- My game crashes with the error: "attempt to call field 'get_real_community' (a nil value)!"
- You have an outdated version of trader_autoinject.script - hide it through MO2, make sure HF is winning the conflicts, or make a separate mod containing dependencies from Arti ( Github.com ) and give it the highest priority.
- I can pick up guns from the weapon rack and it duplicates the guns!
- A few things: Update modded exes since it contains a fix for the relevant callback; This error isn't present in an otherwise vanilla install; Other mods misusing the callback can cause this bug to happen.
- So far, the main culprit is FDDA so yell at them to respect the flag set by the actor_on_item_before_pickup callback
- "How do I pick up stashes?"
- Press the "Take all" button when the stash is empty.
- "Can you add tables / chairs / [Insert other decoration]"
Comments
- If you want to make your furniture or placeable objects, you can refer to my set of online guides.
- Version naming should follow Semantic Versioning as of v2.0.0
- If you have a reproducible bug, report it on here or on the Anomaly Discord (preferably the latter). Please include clear instructions on how to replicate it, alongside your error log. Brownie points if you submit an issue on the Github.
Credits
Thanks to Utjan for creating the Weapon Displays.
Thanks to VortexBomb for improving the Russian translation to be closer to base Anomaly localisation.
Many thanks to ShabbyPirate, Apathy_Knight, BarryBogs, and others in the Testudo Cohort for playtesting in game.
Holy ****
Yes, amazing work! Time to illuminate some bases.
Imgur.com
beautiful
Minecraft x Stalker? Lmao looks amazing, but i don't use MO2 so can i safely install this manually?
You can certainly try, but manual installs are difficult to debug if something breaks, and are harder to maintain if you plan on having more than a handful of mods, or want to keep them all up to date.
As far as manually installing this, make sure my addon overrides Igi's WTF.
i see, so if i don't use Igi's WTF then it's completely fine to try right?
WTF is a hard requirement for obtaining the workbench and psi light, since I use it for creating the tasks. I haven't tried it without, but I assume it will crash.
so i only need to use WTF? other task packs is not require right?
Yeah, only the framework should be required
а я могу установить через jsgme ?и где скачать это wtf
JSGME is not recommended, but you can try anyways since this mod can be installed like any other mod.
The text for WTF in the description has a link, but here it is: Moddb.com
Haha, nice mod you got there, hope you can finish it
This has got to be one of the most ambitious mods I have ever seen! So keen to see what comes next.
Whoa, that's some real magic stuff here 10/10
Chernobylite ptsd \o/
igor would be proud
"Nice job, I'm proud of you Khiminuk"
Wait, I thought this was a shitpost at first.
What the hell.
а я могу установить через jsgme ?и где скачать это wtf
holy ****, nothing truly is impossible in Sdalger.
Amazing job. Now hideouts can actually feel homey. Goddamn mate, 10/10
Love it!! was legit shocked in awe when i saw the post on discord
Awesome! Fantastic work!
Hi, i have an a question, there's anybody else that when launch the game with the main addon of this mod just crash?? it shows an error that says "Can't open section 'tch_junk'." and the file that its seem to be Xr_ini.cpp. im gonna try to fix this for a while if there no one aswering to this. thanks :D
let me know if you find a solution! Really want to try this mod out but I'm also encountering this error.
You need a modified .exe that implements DLTX, see FAQ in description.
That is amazing work!!! Congrats!
Mods are getting out of hand lately. Will you keep adding stuff to place? Like for example barricades, tables, chairs and stufff?
This **** can get serious rn
I have no plans to add decorative objects at the moment, though everyone's free to use the placing system to add their own objects if they want.
new game required?
I believe this works with old saves, but make backups just in case.
As a note, this is not safe to remove mid-save since it adds new items and objects until I add a way to remove them.
ok, thanks!
that ? seriously ? Sounds great I'll try it right away
Finally i can set up my own Survivalist Crackdungeon while my Companion slaves keep me save while i snort coke and sip some booze in my sleeping bag.
This is awesome! Definitely gonna be following the project as it progresses. Although, I do have one question: is this compatible alongside the "NPC can loot stashes" mod? I'll be doing some testing on my end to figure it out, but it would be nice to have a professional opinion on it as well.
Skimming through the code, I'd say probably? My stashes inherit the same class as the backpack stashes and the same class looks like it is used by 'NPC can loot stashes' to keep track of stashes for stealing. I haven't tested it or anything though.
I knew someone will eventually create this. Amazing job, finally we can make proper hideout almost anywhere.
You know what would also be nice, a personal large bunker/hideout you can teleport into like from EFT and Chernobylite, can access using certain areas or npc but man can only dream.
Just use the Backpack teleport option already implemented in vanilla anomaly to jump to your hideout´s stash mate :D
It's saying Can't open section 'tch_junk' in the logs, any fix?
btw is it compat. with trader overhaul?
Yes
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'tch_junk'. Please attach [*.ini_log] file to your bug report
Cannot replicate on a vanilla install or on my own modlist. Are you using a modpack?
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You have no clue how much I wanted something like this, thanks a lot mate
Fantastic mod 10/10.
I get an odd crash to desktop bug. When picking up an empty stash and then opening my inventory immediately afterwards:
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...anomaly 2022/bin/..\gamedata\scripts\ui_inventory.script:717: attempt to index local 'npc' (a nil value)
Could well be a conflict with the ~150 mods I currently have installed, but psoting it just in case it's relevant generally.
As for furniture with functionality; how about a camp bed which could weigh 2-3 kg, but would be more "comfortable" than a regular sleeping bag. Could be deployed and slept in for some minor bonus like a very slight passive heal while sleeping, or perhaps a "well rested" bonus as with the sleeping roll? Perhaps you could even make it a shash object so players can add a sleeping bag and sleeping roll to the deployed bed (like the workbench and toolkits) to increase any bonuses.
I couldn't replicate this on my end. You might need to check your list for any changes to ui_inventory.script, or any scripts that modify any functions belonging to ui_inventory.script (they'll look like 'function ui_inventory.UIInventory:<FUNCTION NAME HERE>').
The idea of a better camp bed sounds cool, I'll consider it - thanks!
This is gonna be so good on a UNISG play through.
The piano feature on its own deserves its 10/10 :D
This is the kind of stuff that remind you why modding is so awesome, thank you good sir for sharing it with us