The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.
Keeps crafting windows open after crafting, simple as that
This mod keeps crafting window open after crafting, so you don't have to open it every time. Especially helpful to those who keeps animations on for everything (like me :) )
A couple of things to consider:
1. If you have animations enabled, then crafting animation will be played after you manually close workbench window ONLY IF you at least crafted something. If you didn't, then the animation won't trigger.
2. I tried to write the script in the least obtrusive way to not have problems with workbench mods. However if you having crashes, please write in comments, i'll try to fix those.
UPDATE 12: Technical update, moving to own time event system, this should improve stability and compatibility with other mods such as Radiation Overhaul
UPDATE 11: Added support for repair and upgrades at workbench
UPDATE 10:
UPDATE 9:
UPDATE 8: Fixed crash on using Army Kettle near campfire
UPDATE 7: More attempts to improve stability, a bit different removal of repair kits on use with checking if initial kit object is present in alife. Tested in vanilla and with Weapon Parts Overhaul mod.
UPDATE 6: Made an attempt to improve mod stability. The crashes people mentioned in comments are incosistent and hard to track unfortunately, this update might help with that i hope
UPDATE 5: Added color indication for kits and parts on cooking and repair UI. The color is based on what amount of uses remained. The colors are:
UPDATE 4: Added repair functionality. The overhaul is even more complex than in cooking, so it's HIGHLY EXPERIMENTAL. Please write in comments if you find some bugs, crashes or strange behaviour, it really might happen to you :)
The rules are same as cooking, but there are more conditions based on item you use
1. The amount of uses available will be displayed near repairing tool title (1). If you use multitool, then the condition of it will be shown.
2. The amount of available bonus part uses will be displayed near its title (2)
3. If the gun or outfit is fully repaired, it will disappear from right side and the selection will move to next item automatically. In case of repairing fabrics or gun parts, if you have a lot of them like on screenshot above, when you repair it and its condition rises a lot, it might move in right side window list and the actual selection of what to repair will be on some other item. BE CAREFUL ABOUT THAT :) I'll think about how to fix that later
4. If chosen bonus part has single amount, then it will dissapear from left side after repair and next bonus item will be selected automatically or none if there will be no bonus parts
5. Some repair kits can use same kit as a bonus part, effectively using it twice in one action (like Gun Spray Lubricant). It is considered in the mod but it might bug out, keep an eye on that also
6. As a bonus you can now deselect bonus part by clicking on it again
UPDATE 3: Fixed possible bug on not correct updating number of uses and CTD after reopening cooking UI
UPDATE 2: Added cooking functionality. Actually its more of an overhaul of cooking UI, many things have changed:
1. If you have lots of same cooking kits, they will all be used in one set. The amount of uses will be displayed in the window (see p.1 on the screen). It will be changed accordingly after every cook
2. Same goes for fuel, the amount of useable fuel combined (kerosene, gasoline, gas) will be displayed near flammables title (see p.2 on the screen). It will be changed accordingly after every cook. If you use Army Kettle near campfire, the count will show "*" signaling that no flammables will be used.
3. If only one cooking kit use remains, after cooking, UI window will auto close.
4. Animations will play by the same rule as for crafting at workbench
5. The changes are rather big, i tried to test thoroughly to remove all possibilites of crash and errors, but no one is secure, so if crash occurs, please write in the comments, thanks
Average
9.992 votes submitted.
i love you
Thank you!!! this is great alongside the ammo maker addon, you often need to craft in bulk and opening the crafting tab after every item was an absolute pain!.
Thank you again.
absolutely needed addon for me I will not pay hundred thousands of money to buy 500 ammo from the trader anymore i love Crafting ammunition it save me tons of money and i can hold like 2000 ammo for my favorite gun now thanks to you my hero
thanks man
The salvation!
Such a beautifully simple quality of life improvement. Thank you!!
I think I am the only person who has not yet come to craft anything because I always end up starting from scratch I play warfare mode and the military is a pig, they are the most annoying thing I have seen
man, this is really nice! thank you!
thx
yet another mod in the "this should really be part of base Anomaly" category.
two thumbs up 👍👍
Genius
Is it possible to make this work for cooking as well?
You get an all caps THANK YOU! I would definitely take the same for the cooking menu as well.
This, yes!!
Cooking is a bit different because it involves using multiple cooking items with limited and unlimited use and with multiple fuels. I have to think about it to make it work properly
Interesting. Looks like you got something working though so bravo. This is such a better solution than just disabling those animations. Thanks again.
The cooking functionality has arrived!
My body is ready!
cool
Hell yeah. Looking forward to trying this out later today.
What about the Multi-fuel stove window that keeps closing still? It's an unlimited cooking device, so i figured why it's broken like this. (unfortunately i lack the intelligence to fix this issue myself)
Sigh, it seems that i've been using the first ever version of the addon released, my bad, man.
can Repairing parts be next?
Seconded.
Hello .. Got a crash when tried cooking:
! [SCRIPT ERROR]: ...scripts\zz_item_cooking_keep_crafting_window_open.script:231: bad argument #1 to 'pairs' (table expected, got nil)
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: ...scripts\zz_item_cooking_keep_crafting_window_open.script:231: bad argument #1 to 'pairs' (table expected, got nil)
hi, can you please specify what you've tried to cook and with what items? it could help to be sure whats wrong with the mod
Hi,
I think it was stewed boar meat, if I recall correctly.
Sorry, I don't have more info .. It was on a test new game character (UNISG) which I deleted since.
OK, thanks for reporting nevertheless, I'll see what I can do. If you encounter it again, please write in comments
Greetings, a question, what complement do you use or how can I play with that faction?
you need to complete the third part of story mode, or in the "ne w game" screen type isg in the keyboard and go into "factions" and unisg should be unlocked
Greetings, I found this block while trying to make bullets
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ... \ scripts \ zz_ui_workshop_keep_crafting_window_open.script: 63: attempt to get length of a nil value
! [SCRIPT ERROR]: ... \ scripts \ zz_ui_workshop_keep_crafting_window_open.script: 63: attempt to get length of a nil value
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: ... \ scripts \ zz_ui_workshop_keep_crafting_window_open.script: 63: attempt to get length of a nil value
hm, that line actually refers to vanilla code, i just copypasted in own file. Can you please tell what you've tried to craft exactly? And what workbench mods you used if any?
Greetings, only try to manufacture some ammunition 45 ACP HYDRA-SHOCK, with the usual vanilla ammo crafting system
Hm, I could not reproduce it unfortunately l, works fine on my side. Thanks for reporting though, meanwhile make sure you use the last version. If it keeps happening please let me know in comments and what exact conditions were before crash, thanks
Take my 10 and have an aw-holy-merry-mother-of-joseph-esome day.
Hi, your mod is awesome!!!!! Could you add something like that to the part repair window too? I got like millions of parts and fabrics and its a pain in bloodsucker butt to fix and reopen thousands of times.
Hi guys, I see that you want to add repair window support. I haven't looked it yet, it will certainly take a bit of time to do, I imagine it would have even more complex stuff than cooking. Soon I'll start to work on it
YOU IS BEST!!!!!!
Ho ho, looking forward to trying this out.
THANK YOU!
Working fine so far.
Just tested update works 100/10 <3 <3 <3 <3
Before I updated, I had a crash with update 4, but I'm unable to replicate it with that or update 5 on multiple reloads. Crash occured when trying to repair my 6H4 Bayonet at 68% with a three-piece sharpening stone set (1 use) and using kerosene (3 uses). Hope this is still useful in some caliber.
! [SCRIPT ERROR]: ...\scripts\zz_item_repair_keep_crafting_window_open.script:193: bad argument #1 to 'pairs' (table expected, got nil)
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: ...\scripts\zz_item_repair_keep_crafting_window_open.script:193: bad argument #1 to 'pairs' (table expected, got nil)
stack trace:
thanks, will note that
[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: ...\scripts\zz_item_repair_keep_crafting_window_open.script:221: bad argument #1 to 'pairs' (table expected, got nil)
With new BAS, repairing RPK-16 lmg. Thanks!
what's new in update 7?
great work! , a must have addon for every playthrough
UPDATE 6: Made an attempt to improve mod stability. The crashes people mentioned in comments are incosistent and hard to track unfortunately, this update might help with that i hope
Greetings, I use weapons overhaul and ran into this error while trying to repair a weapon part
* Unregister UI: UIRepair
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...\scripts\zz_item_repair_keep_crafting_window_open.script:175: attempt to perform arithmetic on field 'cont_1_last_idx' (a nil value)
! [SCRIPT ERROR]: ...\scripts\zz_item_repair_keep_crafting_window_open.script:175: attempt to perform arithmetic on field 'cont_1_last_idx' (a nil value)
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: ...\scripts\zz_item_repair_keep_crafting_window_open.script:175: attempt to perform arithmetic on field 'cont_1_last_idx' (a nil value)
stack trace:
Hello, love the mod tho.. it seems like that the game crashes with Army Kettle after you click on an recipe NOT after you close and verify the cooking of the selected food, when i disabled the mod the Army Kettle worked fine
is this on a latest update? it should be more stable now
yes, it was on latest update