DayZ
Hacking Mod - Expansion
82 Comments
MaccaNZ Dec 4, 2023 @ 10:24am 
Mod doesnt work conflicts with Dynamic AI shame looks like a very cool mod
BrandedGuts Apr 6, 2023 @ 5:39pm 
Anyone know if this is still working?
l BiG O l Sep 23, 2021 @ 6:47am 
heyy there great mod btw would it be possible to change the dependancy as im using dayz expansion bundle which has core normal book market ect

thanks
DeathAwaits Sep 2, 2021 @ 2:54pm 
when i add it the server doesnt show, i have expansion
LiborCZ Aug 25, 2021 @ 7:55am 
Any update please?Server crash if i add the mod.
HaywardGG Apr 16, 2021 @ 10:48am 
@DaemonForge, I'll keep checking in to see how the updates are going. Thanks for the reply.
DaemonForge  [author] Apr 16, 2021 @ 10:45am 
@Hayward yeah sorry i rushed the update for the mod and forgot to change out the readme for the mod, expansion added most of the features of the original mod into expansion directly so the only thing extra this mod did was the hacking so I removed all other features. but I didn't realize that the update was coming out exactly when it did I was a bit rushed
HaywardGG Apr 16, 2021 @ 10:06am 
I don't think this mod is updated? It says in the readme.txt that "Allows you to use Expansion Code Locks on Tents and on Vanilla Gates", but Expansion already does that.

"""" "AllowCodeLocksOnTents": 1, //1 Enable|0 Disable when Enabled This will allow you to unlock Expansion Base Building From anywhere """"

This comment at the end makes no sense. I thought "AllowLockUnlockFromAnywhere" set to 1 allowed you to unlock expansion base building from anywhere?

There's no explanation on how it integrates with Expansion exactly. Do I disable all the settings inside the Expansion RaidSettings.json ? Can I still use Expansions RaidSettings for Satchel charges on doors? I honestly don't know. Considering this mod "allows you to use expansion code locks on tents" , I'd assume the mod is broken in its current state!
HaywardGG Apr 16, 2021 @ 9:55am 
Have the issues been fixed with the missing attachment slots?
DaemonForge  [author] Mar 18, 2021 @ 11:31am 
@Dountill and @Novadose I will see what I can do to get this fixes asap.
Dountill Mar 18, 2021 @ 12:30am 
Same here @novadose. We are planning to remove this option on our server, since a lot of tents are immovable now.
Novadose Mar 8, 2021 @ 4:32pm 
anyone else running into the issue with missing tent attachment slots? You get the codelock only, and the xmas lights and camo net options disappear. you can still "attach" a camo net but then the tent becomes unpackable (because you cant remove the camo net).
Dountill Feb 9, 2021 @ 5:34am 
Is it possible to easily allow other items to have a codelock option as well? Just like you did with the tents?
Tinja Feb 2, 2021 @ 7:23am 
i am changing the json file to allow code unlocking from anywhere and it just changes back automatically?
DaemonForge  [author] Jan 31, 2021 @ 10:11am 
@scorp yes . . . Litterly the first line of the description I have put that it is working with 1.10.
BeardedHeathen Jan 31, 2021 @ 5:16am 
Is this working with 1.10?
Novadose Dec 9, 2020 @ 10:53pm 
@DaemonForge thank you sir! Great mod by the way, absolutely crucial for our server
DaemonForge  [author] Dec 8, 2020 @ 9:53am 
@Novadose I'll investigate and try and push an update as soon as possilbe
Novadose Dec 8, 2020 @ 9:21am 
Hey @DaemonForge running into a bit of a bug. Looks like this mod is hiding the "accessories" part of a tent that contains the netting and christmas lights. Anyway we could get a fix? I determined it was this mod by loading a test instance, trying to remove a netting but finding there is no slot for it; then reloading without this mod and being able to remove the slot.
DaemonForge  [author] Dec 2, 2020 @ 8:57am 
@DoorKicker Yes it does, it also works on base building plus and simple doors
𝒩𝓎𝓋𝑒𝒹 Dec 1, 2020 @ 10:53pm 
Does this mod let Expansion Code Locks place on vanilla gates?
Nicholiae Sep 28, 2020 @ 8:09pm 
will do thank you Daemon for hte quick reply
DaemonForge  [author] Sep 28, 2020 @ 7:55pm 
@Nicholiae This bug happens for some reason with any tents that existed prior to the mod being added you change "AllowCodeLocksOnTents" to 0 restarting the server waiting about 10 minutes this will remove all the "codelocks" and reset the codes and unlock all the tents, it is important to wait about 10 minutes or so ensure that the changes are saved back otherwise you will just roll back.
Nicholiae Sep 28, 2020 @ 6:44pm 
Do you know why tents spawn like they have codelocks on them? instead of toggle opening i get enter codelock on ALL tents and tents that were closed had to have an admin go remove the lock even though they did not have locks on them.
DaemonForge  [author] Aug 20, 2020 @ 1:01pm 
@Benys Im hoping in about 5-10 Minutes tops https://discord.gg/SkUkPv4 join the discord for more live updates on the progress
Benys Aug 20, 2020 @ 12:54pm 
Do you know when we can expect an update?
DaemonForge  [author] Aug 20, 2020 @ 12:46pm 
@Benys yeah their last hotfix didn't give me a enough warning to test
Benys Aug 20, 2020 @ 12:42pm 
after last hot fix of EXP mod we are receiving compile error:
SCRIPT (E): @"ExpansionCLExpanded/scripts/4_World/entities\itembase\tentbase.c,112": Function 'IsOpenable' is marked as override, but there is no function with this name in the base class

and few more

DaemonForge  [author] Aug 19, 2020 @ 10:41pm 
@Benys just the storage would need to be restored, player db should be fine, and yes sorry I do extensive testing, but since I test one step at a time so I know when something breaks I missed this as it seemed to be two different factors that were tested seperatly, I will be changing my testing process, prior to releasing an update from now on testing via my new experimental version of this mod, that will get updated first on my own server a few days before I push the updates to the main mod.
Benys Aug 19, 2020 @ 9:56pm 
I also suggest -> please test your changes and do not rush with updates next time.
Benys Aug 19, 2020 @ 9:54pm 
Can you let us know exactly which files to restore ? is it just storage or players.db as well?
DaemonForge  [author] Aug 19, 2020 @ 12:07pm 
Yes Im really sorry cause essentially any fix I push can only fix things moving forward, the issue is for some reason the way I was pulling data from the datastore, which is the documented way to do it and the way everyone else does it . . . seemed to mess with the way expansion saved its data. Im working on a fix but it won't be able to restore the data that is now missing from the datastore(Storage_#)
David Aug 19, 2020 @ 12:00pm 
so u think even if u fix the issue and push a working update, all walls/doors that had a code lock on it will they still be gone?
DaemonForge  [author] Aug 19, 2020 @ 11:39am 
@DavidoQue yeah if you have a back up you can restore to the back up, but it seems I f'd up the loading of data for my new tablet and potentially the server will have resaved the corrupted data
and sadly nothing I can do to revert that, I am going to be more thoroughly testing this mod updates in the future.
David Aug 19, 2020 @ 11:34am 
good, thanks. also: when i removed your mod, base parts were back as normal except for the doors and gates. everything that had a code lock on door/gate was gone. but walls and windows and everything else was stay in place.
DaemonForge  [author] Aug 19, 2020 @ 11:17am 
Reverted my update to try and figure this out before more server update
ZOMBIE Aug 19, 2020 @ 11:13am 
The new update makes all expansion base construction desapear, all were vulnerable after the update of today. Just the white frames were apearin.
David Aug 19, 2020 @ 11:11am 
Hi, just letting u know that the new update for your mod screws up ALL expansion construction parts. walls, windows, doors etc, everything. they will appear white, like if the entire base was wipe and only the white choose-placement mark stays. then everything else is gone, on every single expansion base part. please fix it asap. for now i removed your mod from my server and everything started to work normally. thanks.
DaemonForge  [author] Aug 18, 2020 @ 1:02pm 
Some Changes coming to this mod find out more on my discord, also its the place where you can get some extra support on the mod
https://discord.gg/SkUkPv4
DaemonForge  [author] Aug 13, 2020 @ 6:56am 
@FLEX TAPE yes, I am still working on finding a permanent fix but I'm not sure why its happening yet, to fix it though, just change AllowCodeLocksOnTents on tents to 0 let the server boot fully, and wait about 5-10 minutes to allow the server to save the fix(if you don't wait some tents may roll back before the fix) then you can change AllowCodeLocksOnTents back to 1 again.
PsychicRoot Aug 13, 2020 @ 3:02am 
So this mod was added to my server but it locked every tent with a code so now everyones stuck. Is there a way to fix that?
LaserBlunt Aug 12, 2020 @ 11:32pm 
Some of them did, but I'm not sure if all of them did. Rebuilding the doors and gates did seem to fix it. Thank you for your response!
DaemonForge  [author] Aug 9, 2020 @ 12:47pm 
@]V[õngojïan I'll test this a bit but so I can ensure proper testing, did these BBP gates and doors have code locks on then before (from the "codelocks" mod)?
LaserBlunt Aug 9, 2020 @ 12:35pm 
I've noticed that BBP gates and doors that were built before adding this mod, wont allow the codelock to be attached. After rebuilding the gate/door, I was then able to attach them and use them properly. Any ideas on how to fix this without rebuilding all the gates/doors that were already built? Thanks!
David Aug 5, 2020 @ 8:49am 
Ohhh i see. thanks! so i guess if i leave it at 5 that would be fine. i have my raid time at 30 mins
DaemonForge  [author] Aug 4, 2020 @ 7:46pm 
@Davidoque Yes, its two things to be exact its how many times the the circle has to rotate, and the damage for the code lock is divided by that amount and dealt evenly with each full circle so if you have it set to 10 minutes to raid with 5 Increments it deal 20% damage every 2 minutes.
David Aug 4, 2020 @ 5:41pm 
hey whats this value for?? what does it mean?? "RaidIncrements": 5, // How many increments the raiding broken into ??
Smexy Jul 29, 2020 @ 12:08pm 
na thats perfect bro :) maybe make a config setting for the fussy ones lol
DaemonForge  [author] Jul 29, 2020 @ 11:56am 
Everywhere, might keep it that way unless I get requests to change it.
Smexy Jul 29, 2020 @ 11:53am 
with the codelocks attaching to vanilla fences can you only access code at codelock or everywhere?