Maybe you do have an old version? Please install this current https://github.com/GitHub-TC/EmpyrionScripting/releases/download/7.8.0/EmpyrionScripting.zip
That was it, maybe put a small note on that in the description. (only valid witt Empyrion Scripting Mod after date **/**.2021. But thank you for your help.
EmpyrionBackpackExtender version 2.1.0 are able to config AllowedItems in the config file Code: "AllowedItems": [ { "Id": 4421, "Count": 10, "ItemName": "FuelCell" } ] Release & ModLoader.zip are updated
Note to all server operators who use the EmpyrionBackpackExtender (VirtualBackpack): Fix for double ok result in 1.7.6 https://github.com/GitHub-TC/EmpyrionBackpackExtender/releases/tag/2.2.0 The ModLoader package also contains the updated version: https://empyriononline.com/threads/mod-my-mods-astic-compatible-with-the-v1-7.49107/
EmpyrionBackpackExtender 2.3.0: Smart logic for "superstack": Only items without ammo, decay and with a stack size > 1 are summarized as superstack So you can now turn this on without the danger of expoids Description: Superstack feature (if enabled) There are 49 “cells” in a Virtual Backpack. But these cells are not the same as in player inventory or containers. If you drop a full stack of an item into the vb, it temporarily takes up a cell. However, after you close the backpack and reopen it, the vb cell now represents a summary of all stacks of that item in the vb. So superstacking is another word for summarization. Here is an example. The max inventory stack for a cash card is 50,000 credits. You can put 49 of these into an empty vb. Each will temporarily take up a cell, and it will look like you have completely filled the vb. But when you reopen the backpack, only one of the cells is shown as used with a stack of 50K * 49 credits or 2,450K credits. At this point, you can put an additional 48 * 50K cash cards in the same vb, and when you reopen it, you will find a single cell is used containing 4,850K credits. This is a summary of the vb contents of that item. The vb actually contains (49+48) stacks of 50K cash cards, so when you go to remove them, they will come out that way into your inventory or container. To prevents exploits, this new superstacking feature will not work for items that do not stack in your inventory (like an armor booster), items that decay, or items that use ammo (although it does work for the ammo itself). These will take up the same space as in inventory. If you have two 50K stacks of vegetables in your inventory, they will take up two cells in the vb and not be summarized. Another side effect of this system is that you need to have at least one empty cell in your vb to add a new stack from inventory.
EmpyrionbackpackExtender 2.4.0 fix for "POSSIBLE ITEM LOSS" when player has a disconnect https://github.com/GitHub-TC/Empyri...s/download/2.4.0/EmpyrionBackpackExtender.zip
Hi, DEV. I like to ask how should i block access to backpack in certain playfields? I have tried to add the Names of playfields in config, and loaded the mod. Config was saved and in game i see that forbidden playfields are this LIST (/fb help) But when i am in one of the playfields, i still can use the backpack, I have set to block in all backpack modes. "AllowSuperstack": false, "AllowedPlayfields": [], "ForbiddenPlayfields": [ "Sirius, Arena of Death, Citadel of Zirax, Sarcophagus, Tomb of Horror, Mission Train, Land of the Dead, Ancestral Sanctuary, EventRace, EventTank, EventSM, Chaos Market" ], Do i need to use the Sectors playfield names? and not the Playfield Name? Code check: if (config.ForbiddenPlayfields.Length > 0 && config.ForbiddenPlayfields.Contains(P.playfield)) { MessagePlayer(info.playerId, $"backpacks are not allowed on this playfield"); return; } what "P.playfield" represent? Thanks for great MOD!
It is an array of strings Code: "AllowSuperstack": false, "AllowedPlayfields": [], "ForbiddenPlayfields": [ "Sirius", "Arena of Death", "Citadel of Zirax", "Sarcophagus", ... ],
O, yes i was able to set it right, when i have realized it's an array! thank you so much, it's working fine now!
Is the Backpack Extender Mod also Wipe Proof like Virtual Backpack mod is? I know they seem to look similar but I could not find in the documentation any mention of "wipe proof".. Or I was just blind which is always possible.
If you combine it with the e.g. EmyprionScripting for the "NameIdMapping" i is full wipe save because it depends on the name of the items and not their ID Code: "NameIdMappingFile": "Saves\\Games\\Your Savegamename\\Mods\\EmpyrionScripting\\NameIdMapping.json",
EmpyrionBackpackExtender 2.4.2 more robuste if no mapping file configured https://github.com/GitHub-TC/EmpyrionBackpackExtender/releases
im sorry.. i have zero clue what all you just wrote. is there a simple english version instead of a coding computer lingo one? i am more confused now i think
Like any of my mods, the EmpyrionBackpackExtender (VB) puts a configuration file in your savegame directory. Code: "[EGS]\Saves\Games\[YourSavegamename]\Mods\EmpyrionBackpackExtender\Configuration.json". and in this file you can enter the path to the NameIdMapping.json if you have also installed the EmpyrionScripting mod. Then the VB does not take the IDs of the elements for the VB but their names. Because these do not change with a wipe, the IDs can very well change (especially if it is about additional things, e.g. from the ReforgedEden scenario).
BackpackExtender 2.4.4 Remove not existing items to prevent QoC https://github.com/GitHub-TC/EmpyrionBackpackExtender/releases
I can buy a personal backpack but cannot open it, and my server shows this error constantly after buying the backpack. https://gyazo.com/76a2961d420371194c863ec710028f07 I have tried using with EWA and not. https://gyazo.com/fd0eacb67a7fa63cf4d2412510e4cee6 this is also interesting https://gyazo.com/76a16810d0cc90869dc4fffc1ff20530 UPDATE: I was not using faction chat, when I made a faction and used faction chat the backpack showed up. My server still spams the error messages above though.
In order for VB to recognise invalid items, it needs the NameIdMapping.json file, e.g. from EmpyrionScripting (here from my Reforged Eden Atlantis Savegame)
Please try the full ModLoader package from here https://github.com/GitHub-TC/EmpyrionModPackage/blob/main/ModLoader.zip It works fine on our server with RE + Atlantis