Install any mod on any thing. Mods can stack. Using one mod no longer excludes similar mods.
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Changelogs
Version 2.0.0.0
No changes. Just updating version to show it's compatible with v2.0
Any mod can now be installed in vehicles and drones. Vehicle and drone mods can now be installed in any item, with one exception: drone mods still cannot be installed in armor due to that triggering red errors in the console.
There is now an option to only open up mods in certain groups (armor, melee, ranged).
Vehicle mods (and scopes) can now stack. 4 x super chargers anyone?
Switched from set to append to increase compatibility with other mods (adding is safer than replacing)
Version 1.1.0.4
Make the "Shift + Click" shortcut to install mods work again.
Previously the stacking and mixing behavior was achieved by removing the "modifier_tags" entirely (the game wouldn't let you install any mods that had the same tag). Without those tags though the "Shift + Click" shortcut stopped working, and drag and drop became the only option.
So instead of removing "modifier_tags" I'm setting them to "droneStorage" because the game naturally allows that mod to stack. This preserved the stacking and mixing behavior while re-enabling the "Shift + Click" shortcut.
Version 1.1.0.3
Fixed an issue where scopes weren't working when used with IZY's Gun Pack.
That fix removed the ability to stack and mix scopes, but stacking/mixing didn't work anyways (only the topmost scope affected the zoom).You can still install any scope in any gun (e.g., you can still install 8x scopes in pistols).
Version 1.1.0.2
Fixed an issue where vehicle mod visuals and buffs weren't working.
In order to do that vehicles mods are bound again, so they behave just like vanilla.
Version 1.1.0.1
Fixes a bug where dye could not be installed in the Cosmetics slot.
Version 1.1.0.0
Install any mod on any thing. Mods can stack. Using one mod no longer excludes similar mods.
A 7 Days to Die (7D2D) mod that lets you install any mod on any thing. It also lets you stack mods and removes the restriction on installing similar mods at once.
Examples:
Any Mod on Anything: Burning Shaft on a Knife, Full Auto triggers on Armor, etc.,
Stackable Mods: Install 4 x Full Auto mods on an M60 Machine Gun... or a Chainsaw
Mod Are No Longer Exclusionary: Using a Barrel Extender no longer prevents you from adding a Silencer.
Install Full Auto and Drum Magazine mods in armor so every gun fires faster and has a larger magazine
Stack attribute mods in the weapons or tools that need them
Please drop a comment if you find a fun combination so others can try it out.
~~~ 1.1.2.0 - an option was added to only open up mods within the same group instead of completely unbinding all mods (i.e., it lets you install armor mods on armor but not melee weapons). To enable it open up 'item_modifiers.xml' and set cond to "false" ~~~
Caveats
Still Restricted
Drone mods cannot be installed in armor because it triggers red console errors. But they can now be installed in anything else, and any mod can now be installed in drones.
Stackable Mods vs Stackable Effects
While the game will let you stack any mod, sometimes the actual effects do not stack
Stacks: Full Auto Mods, Pocket Mods, Attribute Mods, etc.,
Does not stack: Impact Bracing Mod, Fuel Saver
Mods with no effects
Some mods do not do anything if installed on something it wasn't designed for. I think this is because the effect was added to the item rather than the mod itself.
Example: Installing a Motor Tool Tank Mod on a Motorcycle does not increase the size of the gas tank