Jehree added a new version:
QuoteFor SPT 3.10.X Only
Doors that normally start open will now be closed and locked if locked in a previous raid.
Thank you Drakia for making Door Randomizer! It held the clue I needed to add this feature.
Jehree added a new version:
QuoteFor SPT 3.10.X Only
Doors that normally start open will now be closed and locked if locked in a previous raid.
Thank you Drakia for making Door Randomizer! It held the clue I needed to add this feature.
Jehree added a new version:
Helpers.Settings
is now public: ThisQuotefor 3.10.X SPT versions
Changelog
Fixes for players
- Fix broken Saferoom exfiltration on Interchange (players were trapped in the saferoom 😂)
- Fix train exfils will always extract player automatically regardless of config (because if you don't trigger the extract on time the train just kills you)
- Fix broken lab elevator exfils when user cancel (so this is not cancellable anymore)
- Fix exfil with shared timers that should not be cancellable
New feature for modders
Helpers.Settings
is now public: This will allow to react to Interactable Exfils API Settings, or even change of them (.e.g. put it in readonly mode)
⚠️ Breaking changes for modders (this is why the v2)
It should not be a real problem since these features have not been used.
- Removed
InteractableExfilsService.ExfilHasRequirement
- Removed
InteractableExfilsService.ExfilIsCar
- Removed
InteractableExfilsService.ExfilIsElevator
- Removed
InteractableExfilsServiceAddPlayerToPlayersMetAllRequirements
Jehree added a new version:
QuoteFor SPT 3.10.X Only
Hotfix that fixes issue where hour value could sometimes be greater than 23, causing UI bugs and crashes on raid start with errors about invalid time data.
Jehree added a new version:
Quotefor 3.10.X SPT versions
For players
- no real change here but you'll need at least this version for the final release of Path To Tarkov (v6)
Fixes (for modders)
- [`InteractableExfilsService.RefreshPrompt()`](https://github.com/Jehree/SPT-…ableExfilsService.cs#L224) updated the prompt even if the player was not in the exfil zone
Features (for modders)
- add [OnExitZone](https://github.com/Jehree/SPT-…tableExfilsService.cs#L23) action on `OnActionsAppliedResult` class: this allow to execute some code when a player exit an exfil zone.
Jehree added a new version:
Quote
- Time data is now stored in the new server mod backend
- Raids that last 5 minutes or less won't experience a time jump, instead they will only advance by the amount of time spent in the raid * the cycle rate. Idea here is to make super short raids still feel short.
- Fika compatibility improved
- Full patch notes here: https://github.com/Jehree/SPT-…Cycle/releases/tag/v2.1.0
Jehree added a new version:
QuoteFor SPT 3.10.X Only
- BIG code cleanup in preparation for some future projects..
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- Should also mean better syncing with Fika, and generally just less jankiness (hopefully, maybe, probably...).
- Move Mode menu no longer flickers when you look at other interactable objects.
- Rotation mode now locks the player camera's rotation, should feel way better to use now
- See F12 config for rotation speed and direction inversion things.
Jehree added a new version:
Quote
- The default extract prompt was broken in the previous 1.4.0 version (sorry for the inconveniance)
- I also re-used existing EFT locales in order to translate the mod for all languages.
EvilRado should be fixed with latest version
Jehree added a new version:
QuoteFor SPT 3.10.X Only
- Fixed issue where locking Kiba outer door would cause the door to break (as well as potential other similar cases)
- Fixed issue where locking a door that requires a key would give 2 different "UNLOCK" options
- Added F12 config option to choose whether another use of the key is required to re-unlock BSG locked doors
Jehree added a new version:
Quotefor 3.10.X SPT versions
Full changelog here: https://github.com/Jehree/SPT-…lsAPI/releases/tag/v1.4.0
Jehree added a new file:
QuoteDisplay MoreDoes what it says on the tin!
Use this with Leave It There to set up your own little space in raid where you can store your things in peace without bots breathing down your neck!
Features:
- Doors will have a prompt to lock or unlock them.
- Locked doors cannot be opened by bots, and also have nav-mesh obstacles attached to them so bots will know the area is inaccessible and won't try to enter in the first place.
- Doors that are locked will persist between raids.
- Doors must be closed and unlocked in order to be locked by you. If you unlock a door with a key such as marked room, then lock it again, it will work but will not persist in the next raid and will not count towards your locked limits in the next raid unless re-locked.
- run unlock_all_player_locked_doors command in '~' console to unlock all player locked doors on the map you are currently on.
- Door Randomizer compatible.
- Any door that is randomly opened will lose it's locked state and not count towards your locked limits unless re-locked.
- Fika compatible.
Balance:
- Number of doors you are allowed to lock per map limited.
- Both the number of doors per map, as well as the entire limit system itself can be tweaked in the F12 config menu.
Jehree added a new version:
QuoteDisplay MoreFor SPT 3.10.X Only
IMPORTANT: If you are updating from 1.2.1, the next profile you load the game with will have all of your currently placed items applied to it!
Fika Compatibility
- Read the wiki page here for more info: https://github.com/Jehree/SPT-LeaveItThere/wiki/Fika-Compatibility.
Per-Profile Item Data
- Item data is no longer global by default, but instead will save and load to user/profiles/LeaveItThere-ItemData/[your_profile_id].
- If you are updating from an 1.2.1, the next time you open the game your item data will be applied to the profile that you were logged in to.
- Set global_item_data_profile to false in the server config.json file if you still want to have your item data globally accessible to all profiles.
Immersive Physics and Collision
Note: all of this is configurable in the F12 menu
- Placed items at or above a total size in-inventory of 12 cells will collide with the player and will block bot pathing.
- Be careful with this, you can block doorways and such with items preventing bots from entering a room (for better or worse haha).
- Immersive Physics option (defaulted on) that prevents items from floating. They instead will fall once you are finished moving them.
New Console Command
- lit_list_placed_items will now list a number identifier for each placed item, use that number with command lit_teleport_item_to_player to teleport it to your player. Useful if a specific item is lost or glitched under the map or something.
General Improvements
- Cases where an item is teleported to the player will teleport it in front of them, instead of in the floor below their feet.
- Move mode now has both a save and a cancel option.
- Buffed default cost allotments for every map.
- Optimizations to remove or at least reduce lambda closures.
- Misc. code cleanup and refactoring (it could really use more of this, tbh)
If you have any issues, let me know!
Jehree added a new version:
QuoteFixes:
- Fixed rotation of placed items not saving if you use 'MOVE' mode
Feature additions:
- Balancing features for 'MOVE' mode:
- Sprinting cancels the move mode menu
- If your inventory cannot hold the item, you cannot use move mode
- Both of these things are configurable (defaulted on) if you don't like them
Jehree added a new version:
QuoteFor SPT 3.10.X
New placement feature!
Yes.. it is cheesable. There *may* be some things in the future that I add to try and make it more balanced, but for now just don't abuse it unless you enjoy the cheese.Be careful not to clip your item into the floor and activate physics for.. obvious reasons lol.
Jehree added a new version:
QuoteFor SPT 3.10.X Only
Bug fixes:
- Fixed Issue with certain maps (like Woods) being entirely broken and not allowing you to loot anything.
- Removed "Place Item" interaction from dead bodies.
- Fixed issue that caused placed insured items to duplicate.
- Sorry about this, you'll be receiving an insurance return for every single raid you did on a map with an insured item placed LOL.
- There is still small a bug related to insurance. If you: place an insured item > leave the raid > start a new raid > "Reclaim" and pick up the item, it will not be insured again until you exit the raid. If you die with it, insurance won't apply. Once you DO exit, though, the insured status will return. This is not a priority for me to fix right now, so call it a T.A.R.K.O.V. Anomaly.
- Altered how I'm patching EFT interaction code to fix incompatibility issues with other mods like Use Loose Loot.
Features:
- Server mod now does these things (configurable, see the config tab)
- remove_in_raid_restrictions
- everything_is_discardable
- remove_backpack_restrictions
- BepInEx/plugins/LeaveItThere/placeable_items_filter.json config created. This is really only for advanced users who want to be very specific about what is place-able. See config tab for how to use.
- I discovered in testing that item cases do not qualify for the check I'm doing that checks whether an item is a "container" or not for calculating item costs. I find it really cool, so I'm not fixing it! What does this mean? It's a feature, Not a bug!
- Item cases like weapon cases, junkboxes, etc. will be MUCH cheaper to place than other items with inventories like backpacks. This should encourage you to use them as caches, and make obtaining them feel way more rewarding!
- They will instead cost their outer size like any non-container item would (a junkbox costs 16, for reference).
Jehree added a new file:
QuoteDisplay More
Drop any item in raid, interact with it, and select Place Item to make it persist in that location between raids!
If the item is searchable like a backpack or other container, you can also Search it without needing to pick it up.
Balance:
There is a "Cost" system. Every single item will have a cost, determined like this
- If the item is a container, it's cost will = the amount of inventory cells it holds
- If not, it's cost will = the amount of inventory cells it takes up (yes folding rifles will reduce the cost)
- This is also the case for item cases (weapon cases, junkbox, etc.), making them the most cost efficient way to store items on the map!
- If it's cost is less than 3 (configurable) it will cost 3 instead. Smaller items are more cost-efficient when placed inside containers for this reason.
Each map will then have a maximum amount of "Points" you are allowed to spend on placement.
If this sounds annoying and you'd rather it not be limited, or you want to tweak the numbers, check the F12 config menu. You can change just about all of this.
Also note that changes to the config are not destructive, meaning if you place a bunch of items and then reduce the cost for the map, those items will not be un-placed or anything, the new cost just won't apply to them until they are reclaimed and placed again.
This mod also removes all in raid restrictions, all discard restrictions, and all backpack restrictions by default. See the 'Config' tab for info on how to disable those things if you'd like.
Now with options to move your items wherever you want!
I know this is cheesable, just don't abuse it if that bothers you.
If you'd like to support my work, you can buy me a coffee!
Drop an item on the ground, look at it, and select 'Place Item'
It will change colors slightly to indicate it is placed (color can be configured in the F12 menu). It will now remain in this location until you select 'Reclaim'. All states of the item (it's contents, attachements, whether a light is on, etc.) will persist through multiple raids.
Note that if the placed item itself is a container, you can access it without needing to reclaim it:
Config:
All of the F12 menu config options have explanations, mouse over them to see what everything does. Make sure to read about the cost system on the 'Overview' tab as well to understand how it works.
user/mods/LeaveItThere-Server/config.json - all of this is self explanatory
"remove_in_raid_restrictions": true,
"everything_is_discardable": true,
"remove_backpack_restrictions": true,
This setting when set to true will cause all profiles to use the same item data profile, rather than it being separate.
"global_item_data_profile": false
BepInEx/plugins/LeaveItThere/placeable_items_filter.json
Set either the WhitelistEnabled or BlacklistEnabled to true (using both would be pretty pointless)
Fill the proper list with item id's to either whitelist or blacklist them. Use https://db.sp-tarkov.com/search/ to find Item ids
Example that makes only junkboxes and pistol cases place-able:
"WhitelistEnabled": true,
"BlacklistEnabled": false,
"Whitelist": ["5b7c710788a4506dec015957", "567143bf4bdc2d1a0f8b4567"],
"Blacklist": []
Notes:
- This will require a game restart to take affect
- Currently using parent ids / baseclass ids is not supported, but I may add that in the future
Console Commands:
lit_list_placed_items
Lists all placed items, a number identifier for each one to use in lit_teleport_item_to_player as well as how far from you they are and what direction to travel to get to them
lit_unplace_all_items_below_cost cost_amount
'Reclaims' all items on the map with a cost lower than the number you give the command in place of cost_amount
Set cost_amount to something like 999 to Reclaim ALL items on the map
lit_teleport_all_placed_items_to_player cost_amount "IAMSURE"
Teleports all items under cost_amount to you
Set cost_amount to something like 999 to teleport ALL items on the map
lit_teleport_item_to_player item_number "IAMSURE" Teleports item by its item_number to you
All of the item data is stored in the user/mods/LeaveItThere-Server/item_data folder. Delete files in that folder to manually clear them of placed items.
Check out Queenie's little in raid hideout in Reserve!
Planned Features:
- None atm
Credits:
- This mod would very likely not have been possible without Fika by LacyWay as a learning resource. Thanks Lacy!
- Thanks Drakia, Lacy, and Cj for helping me squash the initial few release bugs!
Jehree added a new version:
QuoteDisplay MoreFor SPT 3.10.X
Total rewrite of the mod. Features are largely unchanged, but the code is MUCH cleaner and some discovered bugs were fixed.
For now, the extra config with different settings for Realism has been removed. I may add it back in the future, but I don't tend to play with Realism installed and it isn't even currently updated to 3.10 so it'll have to wait.
New things:
- Validation step that checks internal db files for typos and yells at you if it finds any
- Same but for making sure ammo in boxes is present in the items db
- All ammos present in 3.10 are accounted for
- Other things labeled DO_NOT_EDIT that will brick your profile if you decide to edit them B-) so don't do that
Would be neat:
I can't be bothered to create custom bundles or retexture existing ones. If you are a guru with that sort of thing and would like to make some for this mod, let me know!