#CK QOL

1 messages · Page 1 of 1 (latest)

grand zealot
#

A small collection of QOL mods for Core Keeper, including following features:

  • Crafting Range
  • Quick Stash
  • No Death Penalty
  • Item Pick-Up Notifier
  • No Equipment Durability Loss
  • Quick Heal
  • Quick Eat

It will be expanded over time whenever I feel I need another modification for our playthrough or when someone has an idea.

https://mod.io/g/corekeeper/m/ck-qol

sterile stirrup
#

Can I ask: What's the point of this mod? It doesn't add features not present in other mods, and seems to just collect mods together.

grand zealot
#

I don't like to depend on other developers for updating their mods.

  • 'Extended Crafting Range' still is broken.
  • 'Quick Stash and Get' isn't wokring for XBOX Gamepass after their last update, because of their CoreLib.Commands usage.

That's why I added the GitHub Repository - files will be added later this day - so people can contribute, if needed.

These are the current mods my friends and I use for our play through, like stated at the beginning of my post.
Also I'm modding games since a long time and want to take the chance to try myself out for Core Keeper.

sterile stirrup
#

Your mod is incorrectly uploaded

sturdy cliff
#

Yeah i was about to say :c

sterile stirrup
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Mod manifest must be in the root of the archive.

scenic nexus
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it doesnt work anymore

sturdy cliff
scenic nexus
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the crafting table read only the nearby chest

#

@grand zealot

brisk raft
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This mod does not install the folder when installed through the game for PC GamePass, and doesn't seem to work at all.

grand zealot
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Hey. Was at work. Should be fixed now.

grand zealot
brisk raft
slim plover
grand zealot
#

Appreciate your feedback and bug reports. Since I’m still learning DOTS/ECS for my own game more in-depth features will have to wait.

grizzled thorn
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Do we need to download something more than your mod from ingame?

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i am on pc and i just clicked sub. and it still only says 3 mods loaded, even tho i have 4 active set

grand zealot
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You need to download its dependencies as well, which should happen automatically.

grizzled thorn
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ohh

#

ty

grand zealot
# grizzled thorn ty

You're welcome. When installing it in-game it should add required dependencies automatically. Did you installed it manually?

grizzled thorn
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No automatic

grand zealot
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That’s weird to be honest. But it’s working now, right?

red bridge
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any reason robot arms wouldn't function properly with this mod? I have to save and exit before they will operate.

EDIT - this issue wasn't related to CK QOL mod and @grand zealot was extremely helpful in determining what was causing my issue ❤️

grand zealot
#

Could you send me your player log, please.

red bridge
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Issue I was having with robot arms not working properly wasn't related to CK QOL in anyway.

I unknowingly was loading mods through CoreLauncher and that was causing all my problems. @grand zealot was amazing in helping me figure this out.

grand zealot
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Hint: AutoDoors was causing it basically. 🙂 Glad I could help!

grand zealot
#

Current Status

Update 1.2.0

+ Implemented feature "No Death Penalty" which is disabled by default.
- Removed unused dependency to "CoreLib.Resources"

Update 1.2.1

- Fixed an issue with Localization, when not playing in English or German

Plan for 1.3.0

> Implementing a notification for picking up/looting items
grand zealot
faint vapor
#

some ideas
faster smelting
better merchant stock

grand zealot
sterile stirrup
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Personally I wouldn't consider either of these suggestions QoL, at least in my definition of it.

faint vapor
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well i've already beaten the game and now am just running around trying to collect and hoard stuff. i'm not suggesting infinite merchant stock or anything but some merchants like the fishing merchant could have more baits in stock, bearded merchant could have more summoning idols. the feature could be tailored to something balanced and have options that make it more accessible without players being time gated. resources are finite in the game unless you go as far as creating a mob farm but still that would cost a lot of time for players when they could just alternatively spend ancient coins for it. i'm not entirely sure if shop stock is per player but if it is, it could be a hassle to ask others to take their time and purchase it

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it could also be enabled at a certain point of the game and not immediately

grand zealot
grand zealot
grand zealot
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Current Status

Update 1.3.0

+ Implemented feature "Item Pick-Up Notifier" which is enabled by default.

Plan

> Implement an option to keep Toolbar-Items when using feature 'Quick Stash'
grand zealot
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Rolled back to 1.2.1 because of an issue with the new feature.

grand zealot
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Current Status

Update 1.3.1

- Fixed an issue with Item PickUp Notifier

Plan

> Implement an option to keep Toolbar-Items when using feature 'Quick Stash'
#

Attention: Current version could break when using Item Pick-Up Notifier. Will be fixed tomorrow.

Thanks @sterile stirrup for pointing that out.

tender rampart
grand zealot
#

Current Status

Update 1.3.2

+ Should now be working XBOX/Gamepass again as well!
+ Reworked 'Item Pick-Up Notifier feature to aggregate items (configureable delay) before displaying the message, also disabled by default
+ Added a notification for 'Quick Stash' feature
- Fixed multiple configuartion settings

Plan

> Implement an option to keep Toolbar-Items when using feature 'Quick Stash'
> Display the stashed item names when using feature 'Quick Stash'
analog olive
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I'm just putting a note here to say that even having Item Pick-Up Notifier disabled, I'm still seeing messages everytime I pick something up. The good news is that they are no longer staying on the screen.

grand zealot
uncut crow
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Just adding that I'm playing with some friends and the pickup notification is relentlessly spamming me, and only me. I seem to get 3 notifications any time any of us picks up an item but nobody else is getting them.

analog olive
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It's this:

analog olive
analog olive
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I'm using CoreLauncher, which I assume keeps an up to date version of your mod.

uncut crow
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I tried disabling it in the config and it did nothing

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Also having the issue where I cant see how many of an item I have and now it's affecting my talent trees/pet talent trees.

#

Is it possible to roll back to an earlier version?

grand zealot
analog olive
grand zealot
grand zealot
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1.3.3

+ Tuned 'Item Pick-Up Notifier' even more, should remove duplicated messages on dedicated servers. Attention: You may need to tweak ItemPickUpNotifier.logDelay to be around 2-5 depending on your liking
analog olive
grand zealot
#

%AppData%..\LocalLow\Pugstorm\Core Keeper\Steam[STEAM_ID]\mods\CK QOF Collection\CK QOF Collection.cfg

[ItemPickUpNotifier]

## Enable the 'Item Pick-Up Notifier' feature?
# Setting type: Boolean
# Default value: false
# Acceptable values: True, False
Enabled = false

## The delay in seconds to aggregate picked up items before displaying the notification.
# Setting type: Single
# Default value: 1.5
# Acceptable value range: From 1 to 30
LogDelay = 1.5
#

In singleplayer disabling it always worked, I try to fix it for multiplayer/dedicated servers, but hard alone, lol.

analog olive
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It works! Thanks!

grand zealot
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1.4.0

+ Added 'No Equipment Durability Loss' (Server) feature. Attention: Disabled by default!
+ QuickStash: Now also has a configurable chest limit
+ Configuration file now indicates server authoritive features
grand zealot
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1.5.0

+ Implemented 'Eatable Binding' feature by request
+ Implemented 'Healable Binding' feature by request

Issues of the existing mod should be solved. That's including you can safely type in the chat while these features are enabled and no additional actions will be performed before consumption.

sterile stirrup
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In fact, again, all I see is you do is gobbling up bind4consumables.

#

Also just quickly looking at code, you're making an API on TOP of my API's? Why?
Not to mention comments everywhere. Even for oneliners with obvious purpose.

sterile stirrup
grand zealot
grand zealot
sterile stirrup
sterile stirrup
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If Placement Plus has a bug, and I'm busy to update it, does it mean you will take my code too and add it to your "Collection"?

grand zealot
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Well, if you would look at the code you’ll realize that it’s not copied code. It’s built - like you said - on top of my own api abstraction which is pretty well documented to help others learn understanding how to mod the game.

sterile stirrup
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You literally made a single function call into having to make an interface.

grand zealot
sterile stirrup
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You made your own unnecessary "wrappers" over CoreLib's API.

grand zealot
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It’s not unnecessary. It’s a easily customizable abstraction to add features in an unified way. Not sure what’s the problem you have. It’s working.

sterile stirrup
grand zealot
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Also it got requested, so I just did what a user asked for.

sterile stirrup
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I wonder if at one point there will be no mods other than your "Collection"

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Bind4consumables wasn't broken. Maybe it had an issue. But did you allow the author to update it? No.

grand zealot
sterile stirrup
# grand zealot It’s not unnecessary. It’s a easily customizable abstraction to add features in ...

You turned this:
RewiredExtensionModule.AddKeybind($"{ModSettings.KeyBindPrefix}-{FeatureName}", "Eatable Binding Items", KeyboardKeyCode.G);

Into this:

using CK_QOL_Collection.Core;
using CK_QOL_Collection.Core.Feature.Configuration;
using Rewired;

namespace CK_QOL_Collection.Features.EatableBinding.KeyBinds
{
    /// <summary>
    ///     Represents the key bindings for the 'Eatable Binding' feature.
    /// </summary>
    internal class EatableBindingKeyBind : IFeatureKeyBind
    {
        private const string FeatureName = nameof(EatableBinding);

        /// <summary>
        ///     Gets the name of the key binding, prefixed by the mod's key binding prefix.
        /// </summary>
        public string KeyBindName => $"{ModSettings.KeyBindPrefix}-{FeatureName}";

        /// <summary>
        ///     Gets the description of the key binding for display purposes.
        /// </summary>
        public string KeyBindDescription => "Eatable Binding Items";

        /// <summary>
        ///     Gets the default key for the Eatable Binding action.
        /// </summary>
        public KeyboardKeyCode DefaultKey => KeyboardKeyCode.G;

        /// <summary>
        ///     Gets the default modifier key for the Eatable Binding action.
        /// </summary>
        public ModifierKey DefaultModifier => ModifierKey.None;
    }
}

(Not to mention all of the boiler plate code that wrapps my API)

#

What's the point of turning some data into a full blown class, filled with useless documentation?

grand zealot
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  1. I'm pretty confortable with how I structure my source code. It's as documented as I like it and other can easily understand whats going on.
  2. Like I said from day one It's basically a wrap up of mod functionality my friends and I would like to have to use for us without depending on others to fix it.
  3. It's available on GitHub for others to do whatever they want to do. Not sure why there should only be my mod at the end of the day.
sterile stirrup
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You document every line and every method and every propery and every class. Even if it's a single line of code.

sterile stirrup
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Even if you are fixing minor bugs

grand zealot
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So you want me to tell me just because you don't like the way i program it's everything bad? Maybe it's over engineered, but at least it's working without performance impact.. not sure why you're so angry about that.

Everything is documented, yea. I like having intellisense when typing and for that every obvious thing needs to be documented. It's the same in a business envornoment, where the same is done.

sterile stirrup
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But did you let them? No.

grand zealot
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How long should I wait for someone to fix his mods?

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You know what, if it's such a big thing for you I can remove the mod and let the other developers do their fixing.

sterile stirrup
grand zealot
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Saw it. Yea. Just too late.

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Also I not just fixed two of his bugs I changed his crazy hard coded dictionary to gather all dynamic.

sterile stirrup
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In my opinion it erases authorship, and takes the opportinuty from small modders

grand zealot
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You're right at the point he indeed has github. I'll submit a PR and when he merges it I'll remove it from mine for the public and just keep my version for my friends and me. Would that settle you down?

#

I'm here to mod and give people wokring functionality, never had in meand someone could go that offensive about it.

sterile stirrup
grand zealot
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And telling me I obviosly steal their mods is harsh.. I'm sure i do it in a very professional way how I create my mods.

sterile stirrup
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The code is painfully hard to read, with every abstraction hiding actual implementation.

grand zealot
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Thats why its documented. I like how it is.. and at the end every feature is encapsulated on its own following a pattern.

sterile stirrup
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I much more prefer procedural to data oriented approach. No need to abstract, what doesn't need abstraction.

grand zealot
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I mean at the end just I must can read it dont I?

sterile stirrup
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But it's up to you.

grand zealot
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Well, you're basically trhe main modder of this game and I respect that and that's the only reason I even joined this discission. But tell me how long you would wait for someone to fix bugs? This version was buggy since 9 days at least..

grand zealot
sterile stirrup
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Or at least other than Placement Plus.

grand zealot
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You're the developer of CoreLib as far as I know, so you're the main modder, lol.

sterile stirrup
grand zealot
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Yes. Most games I mod I don't play often because of modding.

sterile stirrup
#

Too busy with other games

grand zealot
sterile stirrup
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You do remember modders do this in their free time? We can't have the expectation that everything gets updated the moment a bug is discovered.

grand zealot
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That's true. If you believe it or not I have a real life as well with a smal family.

sterile stirrup
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And your abstractions are just made on top of publically available CoreLib API.

#

They don't add anything new in terms of features. They just lock the code to your "framework".

grand zealot
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You're right about that. I did build my own abstraction on top of it. Will consider this feedback.

sterile stirrup
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Please make PR's to CoreLib instead of making API's on top of CoreLib's API's.

#

But in CoreLib I don't go about things with pro OOP mindset. Abstractions are only needed when they are needed. Not for the sake of them

grand zealot
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And it's good that every developer has an own mindset I guess.

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The only interesting thing for CoreLib could be not triggering key bindings at all when the chat is open. You want to have the code thats will be needed or should I dive into your code and make a PR?

sterile stirrup
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This is something that the mod should be handling.

#

I give you the ability to add keybinds, I don't moderate how you use them

grand zealot
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Then there is nothing my mod does that would be useful inside CoreLib.

sterile stirrup
sterile stirrup
grand zealot
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Well I honestly don’t know how to interact with key binds with CoreLib since I didn’t needed it. I think it’s not a bad thing to use game code directly. How would that be using corelib?

sterile stirrup
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I mentioned this, because by adding an ability for CoreLib to control when the keybind would be active, you are adding a layer on top of Rewired API.

#

Which is why every mod should handle this themselves.

grand zealot
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Yea, got your point.

marble shell
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🍿

#

Thanks @grand zealot for your cool general purpose collection, great job, great reactivity. keep up 👍

smoky mirage
# grand zealot Also I not just fixed two of his bugs I changed his crazy hard coded dictionary ...

PR then. 🤷‍♂️
NO really idgaf, I created this mod because I wanted to learn C# and how to develop mods. It’s still in its early stages (hence the 0.2.1 version). I’m aware that the code isn’t great yet, but I plan to update it and add more features, like custom slots, a single key bind for desired buffs, UI improvements, etc.

I'm learning in my free time, so updates might take a while, and I won’t be able to fix bugs immediately after they’re reported.

Also, as a suggestion, when you want to include a mod in a collection, it’s always a good idea to ask the mod creator first, even if the code is open-source. Things don’t always need to move at 1000 km/h, and it's okay if it takes a few days to get things done. 🙂

sterile stirrup
untold chasm
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For some reason quick stash stoped work after the mod update, the keybind just do not work anymore for me.

wide basin
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this mod collection is great, but i cant toggle the features as i am playing on the gamepass version. is there a way i can enable the mod here? this is what my code looks like of my QuickHealConfig.cs for example disregard, attmepted to transfer the file to steam and bricked the whole thing gg next game

delicate warren
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Hi @grand zealot, We have been using your mods on a dedicated server. Let me know if I can help testing and resolving the mod files not found for server issues.

arctic flame
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crafting range stopped working too in singleplayer

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actually none work in this

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weeeird now crafting range work when i subbed to consumable bindings lol

sterile stirrup
grand zealot
#

CK QOL

grand zealot
arctic flame
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ooh it's in caps lock now lol

#

so what code is for Q ?

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oh wait wipe ?

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xD

grand zealot
untold chasm
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Doing the process to clean the mod and keybindings worked, the quick stash it's working again and the keybind config showed on the game menu again thx guys.

glad wedge
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to set the range of chests from player i edit the 25f right to 50f?

grand zealot
main nymph
#

Use the config files? why ever would they do that?

.. surely it's better to just take all of this mods code, add their own wrappers to it, adjust the small piece they want and then upload it as thier own thing, right?

I mean the request was made, and it's been 40odd minutes and you haven't updated the mod, I mean how long do they have to wait, the author clearly doesn't want to update and adjust the files as asked ....

|| /s ||

grand zealot
#

#1280864457043607635 message

glad wedge
wanton hedge
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Thank you for the help!! You’re awesome. 💜💜

kindred fog
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Could be get an exp multiplier feature?

grand zealot
#

That won’t be a QOL feature from my pov regarding the definition. So I don’t think this would be added into this mod.

boreal basin
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Anyone here able to help me configure the mod to work on server? cause it's features are disabled by default and i cannot find a config files regarding the dedicated server

grand zealot
#

Configs are stored different from the mods itself. It’s how the game to chose handling this, sorry.

boreal basin
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but i had to create that folder myself and changed them already didn't change anything.... anyways i gotta go now still thanks for trying to help 🙂

grand zealot
#

The config files will be generated upon first successful mod load after you started the server.

boreal basin
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okay for some reason it works now i dunno why but i does i accept it and ask no further

#

(someone else did it for me while i went to work

outer nimbus
#

Thanks for the mod, this is exactly what I was looking for.

wanton hedge
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Ikr. It’s an awesome mod and the creator is awesome too! 😁

tight sand
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My mod seems to not work anymore, even after reinstalling and deleting all the files

sterile stirrup
scenic pier
#

hello, nice collection you've made, thanks. i tinkered with the quick eat/heal to do the following: swap consumable to toolbar, consume, swap original item back. this frees up those 2 slots on the toolbar.

grand zealot
barren fractal
#

Thanks for the great mod. I struggle installing the mod manually (seems to be needed for mods to work on steam deck) and the config file for item durability. where do i need to store the config file and does the name need to be NoDeathPenalty.cfg?

grand zealot
#

The config files will be created automatically after first successful game launch with the mod installed.

I have no clue where the paths for steamdeck are.

opaque jungle
#

I tried to enable quick eat and quick heal and now the mod doesn't work at all

tight sand
tulip zenith
# grand zealot A small collection of QOL mods for Core Keeper, including following features: - ...

thanks for the mod, i forked and added a Quick summon , but only looks for the first book atm need to fugure out how too handle other summoning books, https://github.com/Fehdra/CK-QOL-Summoning/releases/tag/1.5.2.666.3
i wont be adding a mod.io , il let you look it over and do that :}

GitHub

fixed for better summoning with x
the config should auto default to true
uses X key and it swaps from inv to slot 0 and swaps back to what ever you was on before

grand zealot
valid crescent
#

Is anyone else having trouble using this with a dedicated server all of a sudden?
It was working fine until I tried to get on yesterday morning, but now its telling me the server doesn't have CK QOL installed, when it very clearly does.
Updated everything just to be sure, but no change. The server log is (as is tradition) basically empty and completely useless.
Works great in single player though, so I can't even begin to guess what the problem is.

grand zealot
grand zealot
grand zealot
#

Im not sure but it could be the recent update broke something I’m not aware of. I’m at home at Friday afternoon.

grand zealot
valid crescent
grand zealot
#

You installed the mods where the config folders and files will be generated.

#

Please go to mod.io and open my mod. There is the folder path where the actual mod should be installed.

grand zealot
valid crescent
grand zealot
valid crescent
#

Conveniently, the default config is just perfect.
I can't decide if I'm impressed or a little concerned that Core Keeper was working fine for a month with all the mods in the wrong folder.

#

Now I'm just getting good old fashioned "Connection time out" errors =P
I suspect that's just general mod nonsense though. I'll have to dig around in the server settings.
Thanks for the help!

grand zealot
tough depot
#

How do I enable quick heal and quick eat?

grand zealot
grand zealot
#

Update incoming!
@scenic pier

  • Fixed Item Pick-Up Notifier (no more crashes!)
  • Fixed Quick Eat
  • Fixed Quick Heal

@tulip zenith

  • Implemented Quick Summon

@eager minnow

  • Integration of #1284636499735871549 into CK QOL
main nymph
#

Integration of ⁠Shift+Click into CK QOL
😦 so you stole another mod, great .. is there any point in people making their own mods, or should they just send you the code directly ?
I feel so sad that you either can't see how this is a bad practise, or that you just don't care

grand zealot
# main nymph > Integration of ⁠Shift+Click into CK QOL 😦 so you stole another mod, great .. ...

Glad you like it. I had a chat with the author beforehand and he liked the idea. 🙂

im sure he will write something for you whenever he has time for it, since it’s just a side project for him.

@eager minnow
Hi! I don't mind adding the logic of my mod to yours, if it improves the user experience, one mod is better than x different ones. Do you have any repository for this mod where I can contribute in my spare time? Or if you want, you can just copy the code from my github repository. 😄

dim junco
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Quick Summon doesn't work?Ok,it doesn't work when I using Tome of the Deep or Tome of the Dead

grand zealot
#

Update 1.7.0 - 1.7.2

+ Integrated "Shift + Click" together with it's author
+ "Quick Stash" now ignores items on the equipment bar
+ "Quick Eat" now preferes cooked food first
+ "Quick Summon" was added (default X key)
- "No Equipment Durability Loss" now consideres reinforcement
- "Item Pick-Up Notifier" won't crash/freeze the game anymore

Plan

> Display the stashed item names when using feature 'Quick Stash'
> Add hot key for off-hand items like for "Quick Summon"
> UI for mod settings
grand zealot
eager minnow
warped venture
main nymph
grand zealot
grand zealot
#

Update 1.8.0

+ Implemented "Chest Auto Unlock" -> Unlocks locked chests, when requirements (key available) are met
tulip zenith
tulip zenith
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fixed with 3 hot keys now for each tome, no more changeing config to pick only 1 tome lol, just need to do all the uploading things

#

CK-ModSDK updated, has the new ver with 3 hotkeys for the 3 Tomes, Test away 😛

grand zealot
#

@here

When thinking about an auto trash feature, what’s the opinion about the following:

Shift + Right Click to mark items as trash so they will be ignored on pick up from now on.
To remove items an UI can be opened with a list of ignored items and an X to remove them from there.

unborn sinew
#

I suggest shift-delete in case you decide to add a favoriting feature with a more logical input

grand zealot
pastel jolt
#

Does the crafting Range add on work with the bigger chests Mod?

tulip zenith
#

I have not personally tried that combo yet. Backup your save and give it a go :p

grand zealot
#

Shouldn't have any issues, as long as the bigger chest mod adds the EntityMonoBehaviour "Pug.Other.Chest" component to it and add them to one of the game chest pools. @fading kettle

cinder sorrel
fading kettle
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Pool P_Graphical_BigChest
#

thats the pool name

#

Thanks EmbertailHeart

winged cypress
#

Hi I set the NoDeathPenalty's IsEnabled = true, but the loot still dropped.

grand zealot
winged cypress
#

single player

grand zealot
grand zealot
winged cypress
#

XGP

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Xbox gamepass on PC. I tried with the singleplayer, tried to start a server but still the same

grand zealot
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What game version is the XBOX version on? I’m pretty sure some features won’t work on XBOX.

winged cypress
#

Hi Sir @grand zealot do you managed to reproduce the error?

grand zealot
winged cypress
#

Hi, its alright.
Btw, there is another mod called Keep Inventory on Death. This done by you?
If i have this installed, then im not able to load into my game. It will loading forever (stuck with 3 dots screen), do you happen to know any solution for this?

grand zealot
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That's not by me. Since they're patching some game methods it could be that have both mods enabled a the same tim won't work.

winged cypress
#

alright, thanks

tulip zenith
#

.
✨ CK QOL Update ✨

+ **Compatibility:** Works in the new update version 1.0.0.10
+ **Note:** Make sure to enter the mods section to trigger the mod update.
+ **Fixed:** Quick Stash functionality is now working again.
+ **Changed:** Quick Summon now assigns a keybind to each Tome (X, K, L by default). These can be customized in the in-game Keybinding menu.```
main nymph
tulip zenith
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@grand zealot is working on a key press/key tap tome select /summon for it

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its getting there :}

main nymph
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my other suggestion would have been the numberpad 789 (I personally have swap loadout as 123, and getting from mouse to numberpad is pretty easy for me 😉 )

grand zealot
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Ideally I'll update in a hour. Then you can double press X (Summon), F (Food) and G (Heal) to switch the items to use when tapping it once.

main nymph
#

but not everyone has a numberpad ... or able to move from the mouse to the right-edge of keyboard with ease

grand zealot
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The good thing is, you can change all hot keys the mod provides in the games control settings menu.

main nymph
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--is this done similar to how the "hold-l_shift" for torches is done? in that it quick-swaps to hotbar ?

grand zealot
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yes

#

When tapping the hot key of a Quick-Feature (Summon, Heal, Eat) it'll use either the last used item of that type or the next best one it can find. When double tapping it, it will switch to the next available item of that type and saves that for the next time you use the hot key. And when having an item on the configured slot of your equipment bar this one will always be used, as long as it's not "empty". 🙂

tulip zenith
#

Some mouse models, like mine, have hotkeys, and I use them as well to target whatever in-game key I need. 🙂 makes things nice to haha

grand zealot
#

@here
CK QOL 1.8.2 - Make sure to update the mod inside the mod browser and restart the game.

Quick-Features:
+ When tapping the hot key of a Quick-Feature (Summon, Heal, Eat) it'll use either the last used item of that type or the next best one it can find.
+ When double tapping it, it will switch to the next available item of that type and saves that for the next time you use the hot key.
+ When having an item on the configured slot of your equipment bar this one will always be used, as long as it's not "empty". 
+ The currently selected item type will be displayed as floating text above the player, when changed

Item Pick-Up Notifier:
- Now accumulates/aggregates picked up items correctly to reduce spam for the same picked up item type.

Crafting Range:
+ Compatible with Big Chest Mod

Quick Stash:
+ Compatible with Big Chest Mod

General:
+ Added localization for each hot key and each language
+ Added a new way to display floating texts above player

Roadmap: https://github.com/DrSalzstreuer/CK-ModSDK/issues

grizzled thorn
#

Moin, Wie kann ich CK QOL auf meinem dedizierten Server (nitrado hosting) installieren?

pastel jolt
#

the big chest compability doesnt work for me

#

did i do smth wrong

grand zealot
#

@here New update!
1.9.0

Wormhole:
+ New feature that allows players to teleport to other players and map markes via the map with a left click.
+ An optional ancient gemstone cost can be configured.
grand zealot
marble kettle
#

anyone try installing this to BisectHosting? I've followed their guide to the T and installed the mod (and tried installing the dependencies the same way) but when I try to connect to my server it says that the server does not have the mod installed

#

I also tried installing it to the other mod folder with the same issues:

hazy wyvern
#

i'm having an issue with the chest auto unlock. keys are in my inventory, but interacting with placed locked chests just brings up the normal UI. i'm on the PC steam version. mod is the most recent 1.9.0 version.

grand zealot
grand zealot
hazy wyvern
#

yep

grand zealot
#

Will have a look in about 2 hours.. my first gaming session since a couple days.. 🙂

hazy wyvern
#

i've got a log file with an exception in it if you want me to DM it to you

grand zealot
#

Would be great, yeah!

hazy wyvern
#

sent 🙂

marble kettle
# grand zealot You're missing CoreLib.RewiredExtensions and CoreLib.Localization

I tried installing them separately into their own folders (I did it thaat was juuust before taking a pic of the screenshot) with the same issue, and put each of them into their own folders. I'll give it another shot and report back and show a screenshot.

I was just now able to install the mods individually with no issue and without needing to install anything on the server, so I am no longer having any issues 🙂

I'll give it another shot and send a pic just in case this is a bug that needs to be worked out or something but absolutely no rush (or need, if I am just being dumb and did something wrong.)

grand zealot
#

You need to have 4 mods installed on the server at the end. 🙂

main nymph
grand zealot
#

You can set in it's config IsEnabled = false.

#

Ore just bump up the costs.

#

Currently it's client sided, so you cant disable it global via server

main nymph
#

yes, but then it won't let me teleport to players... I want to go to players.. but not to any markers

#

and ideally have the server config overrule the players

grand zealot
#

Oh, like that. I could add a config option next upodate to configure where to port and where not.

#

Currently there is no config sync system like in valheim for server authoritive

main nymph
#

yeah, the original mod was just a simple player-player teleport, and this worked well.. the cost was affordable but still required some grind to not be too spammable.. and still had point and purpose of portals (and waypoints by extension) ... allowing to go to any map marker by default is just too abusive

grand zealot
#

But even the original mod was client authoritive, so players could basically do whatever they wanted. :/

#

I'll look into a way defining stuff as server. Maybe adding some custom component datas via rpc

#

but would take longer

main nymph
#

well yes.. but it was also limited to just the player points... I guess, what I'm trying to say is "your new feature for it is cool, but it takes away the spirit and limitations the original mod had"

#

it makes it too OP for the default cost... why bother with portals/waypoints/etc ... when I can drop a map marker for free?

tulip zenith
#

confirmed chest auto unlock is not working,

grand zealot
#

Already know how to fix, it's a one line code fix. 🙂

main nymph
#

the original was good for gathering multiplayer sessions together, to tackle a boss or quickly get back to a group exploration provided one member was still "holding the fort"

#

also stops this abuse... I just dropped this map marker in the middle of unexplored terrain .. and can now instantly go there... is OP/broken imo

grand zealot
#

yea, got it

tulip zenith
#

wow thats some map marking

main nymph
#

👍 looking forward to being able to turn that part off (or off by default if we can't server-override it)

#

and yeah.. we mark the gemstones ore boulders we come across, mazes, cool scenes, music rooms, boss arenas ... etc

#

also, lol.. just click-drag scrolling the map.. teleported to a marker... lol (I guess this could happen for player markers too, but it's 'less likely')

tulip zenith
#

what do you think about a death penalty mod. A mod that introduces a consequence for death by randomly reducing one point from any skill upon respawn. This system adds a layer of challenge and strategy, requiring players to balance risk and skill progression throughout their journey

grand zealot
#
  • Chest Auto Unlock (LINQ Exception)
  • Quick-Features (switch back broken)
  • Wormhole (coins not decreased, map not closing, limit to player for now)
grand zealot
tulip zenith
#

ah

#

:}

grand zealot
#

@here Update available!

1.9.1

Chest Auto Unlock
- Fixed key not used automatically

Wormhole
- Ancient Gems didn't decreased
- Map not closed after teleport
+ Limit to player for now

Item Pick-Up Notifier
- Fixed an exception, when disabled

Shift + Click
- Was not working between inventory and equipment slots
grand zealot
pastel jolt
main nymph
# grand zealot Done

thankyou !
now to enable the mod, set it up on the server and then disable everything we don't want except for this one thing ..... it's why I dislike "collection" mods... if this was all split into individual mods we could have the one simple thing we want 😂

hazy wyvern
#

confirmed that chest auto unlock is now working 😄

grand zealot
grand zealot
main nymph
#

well, tbh.. most of this is all "key-combo" optional ... the constant item-pickup notifies would drive us all loopy though, and the rest of it is nice QoL features that just reduce a few clicks/swaps (shift click heal/summon/food) ... the chest range is a gameplay change though, that's one to disable for us .... and all the other major gameplay changes are already disabled by default ... so 👍

#

quick stack would actually drive my youngest insane too.. he's slightly autistic, he needs to place his stuff manually or he'll loose track of what is where if it's all done by auto-magic

#

so two to disable out of.. 12features?.. not bad honestly

grand zealot
#

I did a lot of rework regarding Item Pick-Up Notifier. Maybe it’s worrying giving it another chance and give me feedback about it what could be changed.

I mean everything can be disabled per client inside the configs so every player can decide what he wants and what not, but i really got your point.

#

Stuff like Wormhole and Crafting Range is something I want to be server driven in future.

#

Because these are big impacts, but for me still QOL.

main nymph
#

yeah, that would make it alot of sense... I understand it's quite difficult 🙂 .. and hell, I tried modding myself (with Limoka's assistance) and couldn't even get a functioning mod together... so you have my respect for what you have achieved here

grand zealot
#

When somebody would have the time and patience to take each feature and offer it as standalone mod that would be fine. But I won’t maintain these to be up to date with the collection.

#

My issue is that when my friends are online we wanna game, so developing and testing a feature like config sync without buying the game a second time is try and error. That’s why I haven’t it on my current road map really.

#

Anyway. Nearly 2am here. Time for bed, kids will be up early like every weekend. 😅

main nymph
#

if you ever need someone to hop in a dedicated server to test multiplayer features feel free to give me a ping/dm ... I'm free most nights (UK timezone, around 9pm to 2am).. just need like 30minutes or whatever to finish what I'm doing at the time

main nymph
#

So one thing I do find wierd with the "quick" modes .. they 'work', they swap the item in and use it, and replace the previous item back .... but then you are left on that previous item, instead of being returned to where you were on the hotbar

#

these should work like the torch quickswap imo, where holding the button swaps said item to the current hotbar slot, and doesn't allow for scrolling of the hotbar, until the quick swap is released

#

and release puts the previous item back

#

here we see me using the game feature to swap torches in .... compared to the "quick" items... this could get pretty confusing tbh in the heat of a boss battle trying to use the quick items

#

right-click charge shot... right-click charge shot... quick-summon ... right-click char>>recall idol

tulip zenith
#

ya bug we are working on. not swapping back to previous equipped item place when swap happens.

warped venture
#

Is favouriting inventory items still on the roadmap? Or did I miss something

pastel jolt
#

i tried redownloading the qol mod and it doesnt work for some reason could the reason be my world?

main nymph
#

teleport is still going to map markers (solo and dedicated server)... also. it ate an entire stack of ~500 ancient gemstones !!

#

its set in the configs to use 3

#

it just seems to consume the first stack of Gemstones it finds in inventory

  • it does not work if you have less than the config amount ✅
  • it consumes full stacks, if you have three stacks of 2, 500, 4 .... it will consume the first stacks it finds that make it above the threshold.. in this case the 2 and 500 stacks get eaten, leaving the 4
#

also, comically.. it your map-marker (which you should not be able to go to) happens to be inside a wall/object or over a pit/water/lava ... you die instantly too

#

obviously that last one would be solved if it was correctly limited to players only.. maybe it might have issues teleporting to players on boats?

#

certainly something to consider!!

main nymph
#
        public int ApplyRequiredAncientGemstones()
        {
            var acceptableValues = new AcceptableValueRange<int>(0, 25);
            var description = new ConfigDescription("The amount of Ancient Gemstones required for each teleportation.", acceptableValues);
            var definition = new ConfigDefinition(Feature.Name, nameof(Feature.RequiredAncientGemstones));

            var entry = Config.Bind(definition, 3, description);

            return entry.Value;
        }
    }

seems to be an error in taking the config value here.. looks hard set to 3

#

this is removing items.. but taking entire stacks instead of actual required amount

  InventoryHandlerHelper.RemoveItems(currentPlayer.playerInventoryHandler, ObjectID.AncientGemstone, requiredGems);
#

and the part still accepting map markers;

            if (__instance.markerType == MapMarkerType.Player && __instance.player != null)
            {
                target = __instance.player.entity;
            }
            else if (EntityUtility.HasComponentData<LocalTransform>(__instance.mapMarkerEntity, Manager.ecs.ClientWorld))
            {
                target = __instance.mapMarkerEntity;
            }
            else
            {
                return;
            }
tulip zenith
#

@main nymph thanks for the info, totally appreciate it 🙂 I'll be seeing what I can do to help one my little one goes to bed

main nymph
#

I made sure I've got the 1.9.1 files direct from mod.io as well .. those were what I was browsing through

#

original "Wormhole" mods code for reference

#

note the checks already in place for getting into a boat over water ... and playerInventoryHandler.DestroyUpToAmountOfEntity(ObjectID.AncientGemstone, gem_count);
and bringing leashed cattle (didn't even know it did that!)

#

and system tick check for updating if you have a boat...

#

hopefully all that is helpful in fixing up the CKQOL version 👍

tulip zenith
#

im sure it will

#

if you randomly have time and think you can fix anything , i can build it and update the mod.io/ 😛 lol

main nymph
#

not really... I'm just barely being able to read the code, let alone know exactly what is wrong and what changes the original needed and why that version no longer works!!

#

something in that code changed between EA and 1.0 (or more something in the 1.0 game changed that the original code no longer works?)

tulip zenith
#

Lol i know how you feel.
my code lvl

DrSalzstreuer: code lvl vs me

main nymph
#

I also don't know enough of CK code in general to spot what went wrong here

#

only assumptions

#

also.. I do modding for xcom2 .... if this was xcom2 code (unreal) .... I'd know instantly what needed to be done.... but CK (and unity) is an alien mystery to me

#

so here.. yes... I do indeed feel dumb as a rock

#

lol

#

won't stop me from looking though... and trying to make sense of it all !

tulip zenith
#

I'm resourceful when code is available, but im crap when starting from scratch

main nymph
#

well, its 3am for me (UK).. the good Dr is an hour ahead of me (4am!)... so... I'm sure when he wakes up, he'll find all this an amusing read and get things fixed up 🙂 👍

#

time for me to sleep too though

tulip zenith
#

nn 7 pm for me

main nymph
#

ah.. USA Western.. east would be -6hrs... ???

tulip zenith
#

usa oregon

main nymph
#

meh, the big land over the atlantic... close enough, lol

tulip zenith
#

haha

main nymph
#

"just a small island .. turn right at bemuda ... can't miss it" 😂

grand zealot
warped venture
#

No worries. Appreciate the mod. was just curious

grand zealot
#

@main nymph It was just too late for me. I indeed pushed the correct version to GitHub, but packed and uploaded the wrong one to mod.io ..

plucky lark
#

Is wormhole working?

grand zealot
#

Should be completely fine now.

#

Only to player and the right amount will be removed.

frozen shard
#

After update, the Quick Heal function no longer swaps back to the previous tool/weapon/held object. Anyone else having the same issue?
Don't know if it's also happening with the Quick Eat function
Just tried manually downgrading to 1.8.1 to get Quick Heal working again

unique quartz
plucky lark
#

And wormhole to mark?

grand zealot
# plucky lark And wormhole to mark?

Got removed because of negative feedback on dedicated servers. Will be back when I find some kind of way that this can be controlled by server.

grand zealot
main nymph
#

can still teleport to players 👍
maybe teleport to mapmarkers can be a config option in the future?

#

also... teleport is working correctly now.. and consuming the correct amount of gemstones

#

we did notice one thing on the server though... the addon-text for the part cost .. only works on the client/self
(correctly changes colour between red/green)

grand zealot
#

But indeed I need to exclude the tooltip for yourself.

main nymph
#

The text changes colour correctly, only for the "you" player ... it does not even get added for "other" players

#

in this particular game, I am the 'you' ... and 'Lock' is my eldest child ... his map marker for me does not get any text added
likewise for him, his 'you' marker gets added text.. but my marker does not

grand zealot
#

You’re on a dedicated servers? Because via steam hosting it worked fine with my friend.

main nymph
#

yeah dedicated server.. mod is installed both client sides and on the server itself

grand zealot
#

Maybe I have time in 1-2 hours. Would you be still up then?

main nymph
#

should be 👍 .. the teleport works correctly.. and we know what the cost is.. this isn't an important thing to fix, so feel free to take your time if needed 🙂

grand zealot
#

Alright. We’ll see if we get each other. 😄 But it’s bothering me, so I really wanna have a look. 🙂

grand zealot
#

@here Update available!
1.9.3

- Fixed Quick-Features not equipping previous slot
+ Wormhole now has a configuration to toggle teleportation to all map markers
unique quartz
#

noob question but how do we toggle it? xD

grand zealot
plush fossil
#

i have a g-portal sever and the CK QOL mode works fine on single play but when i try to load it with my server it says the mod is missing from the server

pastel jolt
#

my question is why doesnt the wormhole feature work for me?

#

i tried redownloading it but it doesnt appear anywhere in my world

#

is there a special toggle for it?

grand zealot
pastel jolt
#

like if put my cursor on my friend nothing pops up

grand zealot
#

Dedicated Server or Steam hosting?

pastel jolt
#

Steam hostibg

tall radish
#

Hi, do anyone know if there is a way to increase crafting and quick stash range above 50? i fell it need a bigger range, depending on base size, 50 is not enough

grand zealot
#

You can input bigger numbers then written inside config. I disabled the checks behind long time ago.

#

Just don’t do it for amount of chests inside CratingRange

verbal patio
#

Hey, is there any intention to include some kind of configuration sync from the connected game server?

#

In my specific case, I want to disable the new, default enabled, Wormhole feature for all users, however, as this is a client mod, changing its config on the server currently has no effect on the clients.

grand zealot
#

Yes, thats planned. Currently I'm working on a new mod to display UIs for mod .config files and there I wan to have a config sync system like Valheim does.

#

No ETA tho.

frozen shard
#

🥹 The quick heal function still seems buggy. It now swaps back to the previously held item, but most of the time, it doesn't trigger consuming the healing potion (Im using Greater Healing Potion), It also seems to have a little bit “delay” when triggering, whereas in the previous version, it triggered much faster. (Not sure if Quick Eat has the same problem since I don't use it)
I'm back to using version 1.8.1 again because Quick Heal works best for me there...

pulsar root
#

Is crafting range feature expanded?
I saw in the cfg file now have bigger range, max 50 chest (was 8)
but when i set it to 50, it broke the tab menu

warped venture
#

You can’t access more than 8 chests at once I believe. Something to do with the game code. (The 1 - 50 might be a typo for that part of the config)

pulsar root
#

that 8 max warning was there in previous version, seems weird to me it suddenly become typo, oh well

ebon wind
#

okay

#

the crafting range is wack

#

in this screenshot

#

entire bottom row of tables can't draw from the glurch chest

#

but Ghorm's statue can

tulip zenith
heavy saffron
#

I'm using the CK QOL for my server, but the person I am playing with, plays on Steamdeck. Is there a way to allow him to also use Quick Stash on his Steamdeck?

grand zealot
#

@here Update 1.9.4

Quick-Features (Quick Heal, Quick Eat & Quick Summon)
- Rolled back their version to 1.8.1 until further bug fixes
+ Quick Summon has three hotkeys (J, K & L) for the different tomes. Can be changed in-game.
grand zealot
#

The new mod is making progress and will come in first version without the server settings sync, but will be delivered afterwards.

grand zealot
#

I gave @sterile stirrup a preview version for testing (different/more improved than the screenshots) and thanks to her feedback I’ll iterate over the UI design once more to make sure I handle the new cases she found and to be more user friendly.
Sorry for the additional delay on my end.

grand zealot
#

In the coming update for CK QOL will be included, that changing settings through CK QOL ConfigUI take immediate effect. Update is planned for today.

grand zealot
#

@here Update 1.10.0!

+ Now supports live editing of .cfg with instantly appling changes while in-game.
wintry wave
#

Thank you, i just installed it but for some reason is not showing up the menu, im traying ctrl + Y, also cannot see the shortcut in settings

grand zealot
coarse socket
#

Hi,i'm having an issue with the mod,yesterday(yes,yesterday,i post this today because i didn't really had time),when i start the game,i get this popup...

#

disabling the mod and restarting would,of course,not make this window,i tought for a second that the issue was the CK QoL ConfigUI but i tried to disable that and enable again the QoL itself,still no solution.

#

i don't really know what is the main issue...if you need info about the mod i have or any additional file ask me and i'll provide them if needed(p.s. i started this game after the steam sales,so there's chance that i don't really know much how to loiter in the pc files,in that case,can you give instructions about what to do?).

grand zealot
topaz granite
half light
#

i am also having the issue and when i leave it it takes out half my mods as well

half light
half light
#

i really hope there is a fix found soon ❤️

tulip zenith
# half light i really hope there is a fix found soon ❤️

I have yet to update to 1.0.0.14 yet but
you can try and delete these folders and start over your modding 😛 XXXXXXXXX = some numbers you have
C:\Users\monea\AppData\LocalLow\Pugstorm\Core Keeper\Steam\XXXXXXXXX\mods
C:\Users\monea\AppData\Local\Temp\Pugstorm\Core Keeper\ModLoader\CK-QOL
and
C:\Users\Public\mod.io\5289\mods
and then redownload the mods

#

ok just updated to 1.0.0.14 and deleted ^ same thing i said to and installed the mod and others and works fine so delete them folders and try it again ><

half light
half light
#

i didnt work 😭

tulip zenith
# half light i didnt work 😭

HI Roxie, for testing for ya, i installed Corekeeper with mods on a VM and had no issues, so there must be some left over files or maybe a mod confliction. so my suggestion would be to remove all mods from C:\Users\Public\mod.io\Mods then game should launch with no mods. sign in to mod.io and click top right 3 lines and it will auto download your Subscribed mods, wait then click collections and disable all the mods but the core files and leave CK-QOL and ⁠CK QOL ConfigUI , click ok and restart. If loads maybe enable one mod and restart, keep doing that tell you find the problem?

i know these work for me so if you have one of these you can rule them out 😛
some of the mods on your log are built into CK-QOL like CraftingRange, Keep Inventory, ShiftClick , uses CK-QOL.ConfigUI to enable them in the main menu if they aren't already enable :}

MY Mods that i use that works for me

loaded mod AutoFishRework from mod.io (Auto Fish Rework)
loaded mod SkipIntro from mod.io (Skip Intro)
loaded mod CK-QOL from mod.io (CK QOL)
loaded mod CK-QOL.ConfigUI from mod.io (CK-QOL.ConfigUI)
loaded mod WorldEdit from mod.io (World Edit Command - Schematics)
loaded mod InvMove from mod.io (InvMove)
loaded mod HealthBars from mod.io (Enemy Health Bars)
loaded mod DummyMod from mod.io (Beating Dummy)
loaded mod CoreLib.UserInterface from mod.io (CoreLib.UserInterface)
loaded mod CoreLib.RewiredExtension from mod.io (CoreLib.RewiredExtension)
loaded mod CoreLib.Resources from mod.io (CoreLib.Resources)
loaded mod CoreLib.Localization from mod.io (CoreLib.Localization)
loaded mod CoreLib.Entity from mod.io (CoreLib.Entity)
loaded mod CoreLib.Commands from mod.io (CoreLib.Commands)
loaded mod CKHud from mod.io (CK Hud)
loaded mod flxsnx from mod.io (the cheat mod english version)
loaded mod PlacementPlus from mod.io (PlacementPlus)```
half light
junior cairn
#

Is this updated and working

onyx summit
#

Awesome mod! It worked fine for me on my computer and single player mod, but I couldn't run it on my docker based dedicated server. I tried installing it on the server twice. The first time I received a notification that the mod is missing, and the other time I didn't receive any notifications, but I couldn't connect to the server c.c... Regardless, it is an excellent mod with convenient features.

hollow swan
#

Hi!
There is a new update, the mod does not load.
I'm really looking forward to the mod update. ❤️

main nymph
#

I wonder how these features from the 1.0.1 update affect this mod;

  • Crafting stations can now pick up materials from chests within a 10-tile radius (chests no longer need to be directly next to the crafting station).
  • Shift clicking items within the player inventory now moves them to the first available hotbar slot.
grand zealot
#

Hey. I'll have a look into it. Sorry for my late response, were on work trips.

broken marlin
#

@grand zealot I appreciate everything you do for this mod! Losing this one with the update is the worst.

distant mural
#

@grand zealot @broken marlin Agree! The quick heal alone is so helpful!

broken marlin
#

Just given a little ding dong ping to the channel. Checking to see if there's been any updates or anything

lethal elm
#

please be patient, as modders have their lives to attend to as well

ruby rose
#

@grand zealot Great mod! Appreciate your hard work. Can you tell me where the ItemPickUpNotifier feature of QOL originated from? Another mod or was this something you added to QOL yourself? Am trying to get this feature working with the current version of CK. Thanks!

faint jewel
#

@grand zealot hi DrSalzstreuer! hopefully, this mod will get updated soon!

grand zealot
#

Working in "Crafting Range" right now. Will do feature by feature.

#

Just little free time between job and my new born child. Sorry for the long waiting time.

faint jewel
#

You're doing a great job. Wishing you and your baby good health.

polar vale
#

Hi @grand zealot. Thanks for the great group of quality of life mods! I'm wondering if you have a rough idea of how long it'll take to get a fix in with everything you got going on. My friends and I refuse to play without your mod, so we're considering reverting the game patch on our server and local clients and playing that way. An estimated fix time would help us decide our course of action. Thanks!

neon dune
#

This mod is really cool, please update it

tacit nebula
#

HHi, i'm having an issue with the mod , please help me

#

@grand zealot

stray kiln
grand zealot
#

Extended Crafting Range is fixed by now.
Shift + Click got removed, since the game supports it kinda?

Have to test the other features.

grand zealot
#

I could need help from someone who plays MP/steam Host/Dedicated to test a version for me tomorrow.

polar vale
distant mural
#

Not sure it'd help, but if you need a non MP test, I'm on Fedora. Work in IT, but not a programmer, but I do know my way around Windows and Linux fairly well after doing this for 20+ years. lol I know servers, also, but not usually for gaming. 🙂

frigid cloak
#

Eagerly awaiting an update on this, game is practically unplayable to me without some of these features. Was excited to see the new stuff over the past 1.5 years but gotta wait for this >:C Fails to compile at all currently

small eagle
#

I hope so too, i started playing this game a week ago and now all the good mods no longer work and they’ve just been abandoned

grizzled thorn
#

i hope this mod isn't abandoned and will be updated at least this year.

orchid drum
#

Any news on an update to this?

safe ravine
#

again , i highly doubt most of these mods will be updated any time soon, modding is very difficult and the state of it isnt good, combine that with lost motivation and its basically not happening,

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its an actual nightmare to mod this game

left shore
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I thought they released a sdk to help with it?

tulip zenith
#

.
✨ CK QOL Update ✨

+ ** Update to 1.0.1.11 on the main SDK Pending , can use my fork for now under Fehdra
+ ** CK-QOL.ConfigUI Updated too 
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hope it works for everyone :}

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did not add anything new just got it working for now, il add the new Tomes maybe later 😛 have not played in many updates lol

wintry dust
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CK QOL has no manifest at C:/Users/Public/mod.io//5289/mods/4315799_5938651\ModManifest.json

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file for sure exists though

tulip zenith
round flower
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I'm not sure if this is user error, but this mod & the UI companion never successful load on game launch. After subscribing from a clean slate, it continually asks me to reset to complete Pending Changes, in which neither mod end up initialized on game launch

any help would be appreciated C:

oak patrol
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i also have the exact same problem

round flower
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for example:

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@grand zealot hope this helps if there was some issue in your upload pipeline 👍

oak patrol
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why do the keybinds come up as numbers?

round flower
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most games actually store keybinds as keycodes (numbers), but have UI to make it human readable

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you can find the same keybinds in the in-game keybind menu

tulip zenith
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ok thanks for the info i zipped it the right way this time >< files updated .

true briar
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fixed?

tulip zenith
true briar
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only ui mod

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or contain ck qol itself?

tulip zenith
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both, but idk about the CK-QOL.ConfigUI have normal key bindings before? iv never uses that lol. i do my bindings in game ,

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can just ignore the keybinds come up as numbers and do bindings in game

true briar
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Since those have ids, they're bound

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The digital ids are assigned only after registration and should be found at the bottom of the key bind page

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I think you can also see this list of binding key ids with the General config menu mod

tulip zenith
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ok this time I'm 1000% sure the mods will download install right lol conceding i just did it. I should of tested fully last night before i passed out... oops live and learn 😛

wintry dust
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Looks like its working now. Thanks so much

tulip zenith
#

.
✨ CK QOL Update ✨

+ ** Added the 3 other new tomes for Quick Summon. 
+ ** ReSet your Hotkeys to default; they will probably be messed up otherwise. When set to default, Just Quick-Summon but one hotkeys will be set to None. Users can pick their own keys. I don't know what other mods hotkeys use what, so this will cause less confusion.
polar vale
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Oh dang! Thank you so much @tulip zenith. It'll be a couple weeks before I get to try this in my shared server w/ other players but we all really appreciate your work ❤️

round flower
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@tulip zenith Do you think there's any world in which the server-required functions could simply be auto-disabled when joining a server that doesn't have this mod installed? Currently it requires that you disable the entire mod

tulip zenith
# round flower <@464579294174248961> Do you think there's any world in which the server-require...

hm I'm a mod tinker / sometimes fixer lol, but that does sound cool. but that's beyond me . :}

randomly asked chatGPT because why not and it says

The idea is to have your mod recognize when the server does not support it and automatically switch itself off (or into a minimal functionality mode) without requiring the user to manually disable it. Here's how you could approach it for Core Keeper:
Steps to Implement

Detect Server Mod Support:
When connecting to a server, your mod should attempt to check whether the server is running the mod. This could be done by:
    Sending a custom handshake or request to the server (if Core Keeper allows mods to communicate during connection).
    Checking for a specific mod version or signature from the server.

If the server doesn’t respond or responds with "unsupported," your mod knows the server doesn’t have it.

Disable Features Automatically:
If the server doesn’t support your mod, implement logic to:
    Disable server-dependent features (e.g., by skipping method calls, blocking certain functionality, or displaying a warning to the user).
    Optionally enable client-only functionality if that makes sense for your mod.
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Provide Feedback to the Player:
Let the user know what happened (e.g., a notification like "Server does not support this mod. Some features have been disabled.") so they understand why certain functionality isn't available.

Fallback Mode:
Define a fallback mode where only client-side, non-server-dependent features work (if your mod has any). Otherwise, disable the mod entirely for that session.

Challenges Specific to Core Keeper

Server Communication: Core Keeper may not have built-in modding APIs for checking server-side mods. You might need to use custom networking (e.g., via BepInEx or Harmony patches).
User Settings: Allow users to override this behavior (e.g., if they want to force the mod to remain active, even if the server doesn’t support it).
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lol

sterile stirrup
# tulip zenith hm I'm a mod tinker / sometimes fixer lol, but that does sound cool. but...

I wouldn't consult a language model for advice on such a complicated topic as modding. It rarely has enough context and it's just regurgitating what it seen before.

Here's what's going to throw an axe into all of this:
In order to communicate between client and server you must create an RPC. But in the process of doing this you will make the mod immediately required on all sides.

This only could be done if the game already has a way of knowing which mods the server has. As far as I'm aware the game does not feature this

polar vale
polar vale
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@tulip zenith looks like a couple of the summoning tomes got transposed. When I set 'O' as the key for tome of ashes I use the tome of the dead instead. Similarly the key for tome of pestilence actually summons the tome of the deep. Looks like maybe you're reading the wrong setting for the tomes since they're both off by two. I can file an issue in GitHub if you'd prefer.

Sooooo nice having this mod back though! Thank you x 10000 (and you @sterile stirrup for everything coreLib)

halcyon estuary
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I changed the durability loss to true in the config file but the durability still goes down. Playing on my own world. How to fix?

deft hinge
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wormhole doesn't seem to work i left click on my friend and nothing happens iv looked through configs

somber rune
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Anyone else having issues with quick summon/stash?

Quick summon issue - Tome of the Dark hotkey works, but Tome of Ashes (Maybe others, I have only unlocked the two) doesn't. I have tried multiple binds, but consistently, Dark works, and Ashes won't.

Quick Stash issue - some items seem stubborn about not watching to stash. Bars, and coins seem to be the primary offenders, but it happens with other items. I have tried putting items into different chests, and still constantly can't stash certain items.

somber rune
somber rune
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Aaaand solved my other issue "Items on the equipment bar will be ignored." Thanks for the great mod!

polar vale
polar vale
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By the way, are people able to teleport to other players? The wormhole config is set to true on my server and no one can teleport to each other

toxic temple
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I am also having issues with wormhole. I set the gemstone to 0 and 1 just in case for some reason it actually required a gemstone config. Teleport to players is enabled. Teleport to waypoints is disabled. I tried from a waypoint and just from my map. I cant seem to get it to work.

distant mural
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@tulip zenith @grand zealotJust wanted to say thank you to both of you for your efforts!

grand spear
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sorry if this is somewhere for instructions, but how do I put into a dedicated server?

lunar valve
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Does this mod increase the field of the watering can from 2x2 to 5x5?

lethal elm
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Just to inform everyone that DrSalzstreuer is no longer in this server, so tagging them will be pointless.

However, it is unclear if they are now using a different account here, or if other modders have taken up the mantle of keeping the mod up to date

half light
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so is that why the game is saying ckqol is corrupted?

wet dew
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update pls

lethal elm
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nvm Fehdra has picked it up, and likely other modders

fading hatch
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the "range" for the quickstore chests - is that in tiles?

cinder cosmos
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Hello having a small issue here! couldnt find any solution to this, tried everything from this chat seem to be not the first one

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im on last version of the game tho

finite phoenix
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its says 1.12 but ingame it loads an older version why is that and is there a way to get this to work on the 1.12

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i NEED the extra crafting range the 10 range is so little with over 15 Crafting Stations

lofty elbow
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Hi, i tried loading this mod and said its not compatible with the latest version of the game. is there a remedy?

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im on version 1.1.2.2.

sharp ridge
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I have a single question, who do I support monetary wise if we want this keep up to date?

frosty charm
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I don't have any folder mod, thus isn't working