Project Zomboid

Project Zomboid

ExtraSauce BagMerge
194 Comments
Rootbeer 29 May, 2023 @ 2:19pm 
Any way to get this to work with furniture as well? I like this mod for the aspect that we earn the additional storage by looting as opposed to just cheating in a -weight item. Would be cool to "level up" lockers and boxes by acquiring more of them in much the same way.
Wataschi 4 Apr, 2023 @ 7:52am 
Works, thanks. but to be onest, the raise of bag encumberance is awful hit to balance the gain :D
Eternal Inquisitor 22 Mar, 2023 @ 5:25am 
Works for me! Thanks bro.
MonsterSauce  [author] 22 Mar, 2023 @ 4:50am 
this mod has bag merge, with out 'bag health'
working 2 jobs has not given me time to update frequently, as I too like to play.

https://steamproxy.net/sharedfiles/filedetails/?id=2905250990
Eternal Inquisitor 22 Mar, 2023 @ 12:07am 
Please put the legacy version back or add an option to disable bag damage.
레스타드 17 Mar, 2023 @ 10:44pm 
where is legacy?
Zexxy 10 Mar, 2023 @ 2:58am 
upgraded my bag only for it to constantly lose health so i'm unable to use it or put items in it
Shiroko 9 Feb, 2023 @ 10:17pm 
why I cant upgrade
but only have fix menu
[Half]Brezen 29 Dec, 2022 @ 5:33am 
Its is OP but also funny. But i guess there are serious problems if you bagmerge to much. I wear 5 Bags (Backpack, 2 Belt Bags and 2 Swat Pack Bags) and upgraded all with the bagmerge .. so i can carry up to something like 5.000 items...

Biggest Problem: That seems to make serious laging Problems... everything will be lagging. Runnin, Walking and driving is hardest. Guess the Items in you inventry are some kind of updated / checked in the background all time and with that big amount of stuff it starts lagging hard.

As soon as i drop all the bags, lags are gone.
Based Demon 17 Nov, 2022 @ 12:33am 
This seems OP
pgames-food 3 Nov, 2022 @ 6:00pm 
oh cool, i will have to try that thanks :)
MonsterSauce  [author] 3 Nov, 2022 @ 5:59pm 
infobar, the health bar has option to select which bag has your medical bag, and you can banadage right from the bar. no lag.
also select to show wounds too.
pgames-food 3 Nov, 2022 @ 5:44pm 
hi dunhamgames, i also get that lag (in vanilla, or with the mini health panel mod which)

whenever i right click on an injury to treat it or remove a bandage , i get 1 min+ of game freezing, which was why i was asking (and hoping) that there could be an option for having the right-click on a wound feature, to only scan for medical items if inside of a particular container or first aid box :)
MonsterSauce  [author] 14 Oct, 2022 @ 2:05pm 
@Ximien

hmm i dont remember if there was a limit, maybe the bag has stuff in it? or you ran out of threads?
Ximien 14 Oct, 2022 @ 1:34pm 
i merged my bag 3 times and now the option no longer appears, is there a cap on how many times you can merge a bag? is there a way to increase it?
X - RAVEN - X 12 Sep, 2022 @ 2:20am 
seemed weird to me i upgraded my bags like twice and it raised the weights to where i cant even have things equipped siting at 21.9 weight ... bag gouse from being 3 pounds to 27 pound 14 or so when equipped
아요Ayo 24 Aug, 2022 @ 7:22am 
I repaired my bag, but I can't get the item. So I deleted the data and will wait until I fix it.
I like this mode and I'll use it anytime
MonsterSauce  [author] 3 Aug, 2022 @ 11:34am 
@weezyplayer

yeah, I hear ya. I have to make update to this mod to be compatible with a certain other mods too. and address this loop. Im hoping for this weekend to finish these up.
BlackmonBald 3 Aug, 2022 @ 3:57am 
Great Mod with one downside. The damage you take to yourself = damage to bag. This becomes an issue because it often cause a bag damage feed back loop (more from design less from code). If I scratch my knee from tripping over a fence and my bag health/weight/cap lower then I take damage from being over weight repeatedly until the bag is bricked in a matter of seconds. I have to drop the bag, fight the hordes, fix the bag... then take two steps it starts to rain and my bag takes damage from me being to cold... !!!!TLDR!!!!! - Can there be an option to cap how much dmg my bag takes/turn off the bag health system?
MonsterSauce  [author] 31 Jul, 2022 @ 10:33am 
@SrGrafo

yeah I hear ya, but unfortunately, I should not change the rules. I would only do bug fixes in this version. what you can do is, wait a bit; I'm pulling bagmerge and budler into QoL, it will be less, OP, and simplified
Andrew 29 Jul, 2022 @ 12:29pm 
is it possible to disable plastic bags? this mod is amazing but its just too op upgrading with plastic bags compared to finding backpacks/suitcases :steamsad:
MonsterSauce  [author] 26 Jul, 2022 @ 9:21am 
@Vaugher

AHH~ I can see why now, hmmf.. I'll get a fix as soon as i can.
Vaugher 26 Jul, 2022 @ 8:33am 
Nope, in these instances I'm not losing health at all, apart from the initial hit that set the bag off. The bag just continues to hurt itself forever, even after I've healed. The only thing that stops it is turning God mode on and off.

I suspect maybe I trip and fall or whatever, which somehow takes the bag from full health all the way to 0 and reduces the capacity/weight enough to make me encumbered, which then damages the bag again and it just gets caught in this loop even after emptying the bag out etc.

Would it be possible to add some tweakeable options for the mod? I'd love to be able to tweak how many resources repairs take, or how far you can upgrade things, or how much health bags have. Then glitches like this wouldn't be so disruptive.
MonsterSauce  [author] 25 Jul, 2022 @ 9:00pm 
@Vaugher

hmm sounds like maybe you are bleeding? or continuously loosing health?
Vaugher 25 Jul, 2022 @ 8:25pm 
I seem to be running into an issue where the moment the bag takes any kind of damage it enters a feedback loop, damaging itself forever. Even if I take it off and put it back on, it just starts damaging itself again. The only fix I've found is to enter god mod, then leave god mode. This stops the loop. No idea what triggers it.
MonsterSauce  [author] 19 Jul, 2022 @ 4:12pm 
yes, it works with modded bags.
Vaugher 19 Jul, 2022 @ 2:34pm 
And/or with mod added bags?
Vaugher 19 Jul, 2022 @ 1:57pm 
How does this mod interact with AuthenicZ and it's backpack attachments?
Unicornslayer 30 Jun, 2022 @ 10:35am 
It says that it required modoptions
OIOIOI 11 Jun, 2022 @ 6:35pm 
everytime I unjam a gun the bag falls onto the ground into double bags and can never be picked up. even after remove everything from the bag. it just can't be reequiped.
xkuripuri 10 Jun, 2022 @ 10:36am 
Took me a little bit to realize the intent of this merging, is you upgrade a bag, then you have to 'repair' the weight that upgrades add. Now that I have discovered this, I am no longer confused as to why I would want to make my bag weigh massively more, and make the upgraded capacity and weight reduction useless!
Though I worry that '100 weight reduction' might somehow actually make stuff inside weigh 0, but that doesn't seem to be the case.
pgames-food 25 Apr, 2022 @ 3:12pm 
that is so true... especially with hydrocraft and littering mods :) almost everything will have a use sometime :)
MonsterSauce  [author] 25 Apr, 2022 @ 9:23am 
You can never tame the inner hoarder.

I have a backpack appropriately called "TheBlackHole"
CrazyOwl 25 Apr, 2022 @ 7:26am 
Sigh... how to stop oneself from making "The-Bag-To-Rule-Them-All" now? I mean, I set a condition for myself that I leave the bag weight reduction on 95%, 96% at most if exact 95 is not possibe, so that I still have limitations and even if I can fit a house in there I still need to be aware of my own strength to actually carry it all. But holy hell, 160 weight to mee seems like I'm carrying a truck on my back now. :steamhappy:
MonsterSauce  [author] 13 Mar, 2022 @ 5:04am 
@Muffinman

Sorry for the late reply, but I have checked this "make thread" problem. I can not reproduce.
i've spawned 1,000 rip sheets and it seems to create the thread at a constant rate.
maybe i'll stumble on it at another time.
Muffinman 18 Feb, 2022 @ 6:58pm 
@MonsterSauce, I forgot to mention that the "Make Thread" TimedAction performs very poorly on large amount of materials. Suppose you have like 300-400 Rippedsheets and perform this action, it will initially perform relatively fast but then quickly slows down as if extra time is added to each subsequent step. I assume there must be some wrong math somewhere in your code to cause this.
Muffinman 12 Feb, 2022 @ 9:23am 
I like it the way it is. Please don't change it. While the bag itself may weighs 0, the stuff in it will has weight and when you drop it, you will see that the bag takes on the weight of all of the objects inside. Before they added the force equipped, you are in trouble once the bag is beyond 50kg as then it will no longer be possible to pick it up. If that bag happens to be part of your corpse, you are done. Finally, since your bag now has health and can be damaged, getting attacked is even worse off for you. Not only might you get infected, but now your bags might be damaged enough to just drop off your body and into the waiting arms of the horde, probably taking away your medical supplies and sealing your fate.
Engine Of Darkness 12 Feb, 2022 @ 6:51am 
I noticed that "repair weight" can somehow reduce the weight itself to 0.0 - seems like a bug?

Could you perhaps add "weightReduceCap" to the mod options?

On that note, perhaps applying the weightReduction to the differently would be more balanced.

e.g. a bag has weight reduction 90% and since the merge action adds "90%" of the original weight reduction, we end up with a reduction of 81% to be added.

So if my "main" bag already has 87% weight reduction, it adds so much "reduction" that it runs into the cap - 100%.

I'd think it would be more sensible if the math worked like this:

Get current weight reduction of the Bag to upgrade - e.g. 87% and calc the difference to "weightReduceCap" (100% by default) - in this case it is 13%

Now apply the weight reduction, so 81% of 13% is ~10,53%

weightReduction of the upgraded bag: 87% + 10,53% = 97.53%

this gives more reason to "use" good bags for merging with other good bags, rather than "small" bags to max out your big main bag.
Muffinman 10 Feb, 2022 @ 2:01am 
Yes, you can rip until you can't rip anymore...There is some point where you will stop once you get to like 100kg or whatever...I don't remember the exact number.
You can take advantage of the same thing if you are building log walls. You rope them up, carry a few with you. Sit down close to where you will build. Un-rope one stack at a time to build your wall. Minimal health dmg.
Robobro 9 Feb, 2022 @ 11:36pm 
@Muffinman idk why i completely forgot about this lmao. thanks for reminding me
MonsterSauce  [author] 9 Feb, 2022 @ 8:05pm 
@Muffinman

I .. did ... not know that.. so, just sit then, i can rip over 100 clothing? .. :O
Muffinman 9 Feb, 2022 @ 7:35pm 
@Robobro, sit on the ground or in a car if you are overweight to not take health damage.
MonsterSauce  [author] 9 Feb, 2022 @ 4:45pm 
Hmm looks like %2 health threshold is a bit small for everyone.
I will raise it to %7, this might solve some frustrations.
I'll on version 41.66; soon.
Robobro 9 Feb, 2022 @ 4:30pm 
could you add an option to turn off condition damage for the bags when you're over carryweight? when you gotta tear up like 50 jeans at once, you end up over carryweight and start taking damage to 75% of your health which apparently triggers the bag damage script, making me constantly search for tailoring scraps
evoc 8 Feb, 2022 @ 4:29am 
Hi MonsterSauce,
this looks like an interesting mod. Could you explain a bit what the different options from the second screenshot mean in terms of values from the resulting bag? To me it is not clear why capacity is listed twice and what the % values refer to (e.g. +90% capacity; 90% of the plastic bag capacity or the duffel bag capacity or something else?)
Is there a limit for weight reduction?
pgames-food 28 Jan, 2022 @ 9:05pm 
hi can i check.. if bags were to never lose HP when the player gets hit....but instead only lost say 5-10% per in game day, could that be an option? (and prevent any such lags etc?)

its just a simple thought :)
dunhamgames 28 Jan, 2022 @ 5:42pm 
I like collecting all the different bags from the authentic z mod, setting them up on crates and tables and use the different bags for my separated storages. It really does make it super easy to move your base because you only need to pick up the bags from the base. Keeps things looking neat. Really recommend though not doing your main looting with a bag that can hold 10k storage. After about 1k, if you get hurt, you will lag out when you go to bandage yourself. I use my big bags mainly to move the base and use a 500 capacity bag to loot with a pouch that can hold 100 for all my personal travel supplies. If you do use a 10k bag though, one thing you can do is put full bags of loot into your main bag, and keep filling up the smaller ones. The game wont look in the bags with in bags for medical supplies or tools to keep the lag down. But you wont be able to use the items either without taking them out.
MonsterSauce  [author] 28 Jan, 2022 @ 1:07pm 
@Das Mexikaner

thanks~ Im glad it's being enjoyed. Tho I can make the same idea for crates and stationary, but indeed it is not necessary, just drop the bags at the base. as well, with dropped bags, you can move your base to another location easier. as for exp gain from merging and repairing, I think it is overkill, because you do get exp from just rippng clothes, and my mod gives exp from making threads. from my run through, the exp gain is pretty steady. none the less, opinions and suggestions are always welcome.
Das Mexikaner 28 Jan, 2022 @ 11:39am 
I just want to pop in and say this is the absolute best backpack and storage solution. Some how, I've never seen it featured in any mod reviews, even though it is TOP TIER QoL. It even seems to recognize mod-added bags!

I'm curious, have you considered creating something similar for crates and other stationary storage (using planks, metal sheets, etc. instead of strips), or do you feel it unnecessary given that bags can be dropped on the ground? My only reason to argue for it would be that a crate could gain extra HP this way and serve as an even better barricade, for example.

Finally, has there been any thought on adding Tailoring XP gains when upgrading and repairing bags?
dunhamgames 20 Jan, 2022 @ 6:20pm 
there is another way i know of but it requires having a bag with the capacity higher than the weight of the bag so you can move your old bag into it then take out the items. Monsters way is much easier.