DayZ
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iM7s_DrugRunning
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Type: Mod
Mod Type: Economy, Equipment, Props
File Size
Posted
Updated
329.430 MB
17 Apr @ 10:18pm
5 Jul @ 10:01am
16 Change Notes ( view )

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iM7s_DrugRunning

Description
iM7s_DrugRunning expands upon some of the existing aspects of the game’s cultivation and crafting mechanics while introducing new items, ingredients, recipes, workstations, and the ability to manufacture ‘illicit’ products to enhance server economy.

This mod also leverages the framework of IAT_CraftingPlus & `IAT_CraftingPlus_Enums` to accommodate the ability to craft complex recipes on workstations.

Support Discord: https://discord.gg/udRpffRuUh
Please direct any support related questions to the above Discord.

An in-depth documentation of mod features, recipes, and other useful information can be found here:
iM7s_DrugRunning Wiki Pages on Notion[www.notion.so]


If you have any interest in contributing to this mod or collaborating on another mod, please feel free to reach out to me directly.
I'm open to suggestions & feedback, and ways to further improve upon this mod are welcomed.

I will be maintaining this mod into the foreseeable future; and there is plenty of planned content for future updates and additions in the works already.

Easiest way to reach me is via Discord, I'm actively involved in the following communities:
- Enfusion Modders
- Grampas DZ Academy
- The G Code
- DayZ NETWORk*

# __REPACKING__:
- Permission to repack this mod is **NOT AUTHORIZED** under any circumstances unless direct permission is given by the author.

- Permission to reupload this mod to Steam Workshop is **NOT AUTHORIZED** under any circumstances aside from the original author: iLLMANNERSEVs.

# __SOURCE__:
The imported models sourced in this mod are a combination of collections gathered from Sketchfab, purchased via CGTrader and Fab .com, and/or modeled/textured myself using AutoDesk Maya, Adobe Substance Painter, and BoundingBox - Materialize.


# Sketchfab Attributions:
Collections of Models:
## Collectables
- https://sketchfab.com/illmannersevs/collections/misc-mod-concept-1423145e594040248905c5433c38820a

## Misc. Mod Concepts
- https://sketchfab.com/illmannersevs/collections/collectables-348bc5b84e4245e4869ba373c607c0bf

Popular Discussions View All (4)
4
20 Jul @ 10:30pm
Expansion trader files ripped from types with help of Chatgpt
iAmxMrBig
6
11 Jun @ 10:15am
Content Suggestions Welcomed!
iLLManner$evs
1
28 Apr @ 1:24am
Share Your Screenshots With Us!
iLLManner$evs
147 Comments
iLLManner$evs  [author] 15 hours ago 
@Arkunox -- Yes, you can achieve this by combining most vanilla knives with a shard to create small shards.

As of the current version of the mod, the small shards do not have a practical use purpose, but will in a future update.
Arkunox 2 Aug @ 10:40am 
Hey was wondering is there a way to break down the large meth shards into the small meth shards? tried pretty much everything that i can think of to attempt to do it
iLLManner$evs  [author] 28 Jul @ 11:43pm 
@PLATYPUS -- Sounds like you need to update the CraftingPlusConfig.json file with the version included within the `required_json` of the mod folder. Update this and you should be good to go.
PLATYPUS 28 Jul @ 6:07pm 
Quick question pertaining to the mod, I have this mod running. All completion up to the production table i.e dried weed, the buds are placed into the table but the table is not giving the prompt to brick and or bag the weed. Any idea what may be causing this issue?
iLLManner$evs  [author] 17 Jul @ 3:12am 
@TheBonBear -- no, they do not degrade when left outside of storage. I'm assuming you mean their condition (i.e. Pristine etc.).

If left outside of storage/cargo then they do operate on their lifetime value set in the types.xml entries though and can despawn after that duration is reached and exceeded.

Glad you are enjoying it! Any other questions feel free to reach out. Thanks!
TheBonBear 16 Jul @ 4:12pm 
silly q, do weed bricks degrade if left out (not in storage)? mod is sooooo awesome and latest update with effects makes the experience sooo much better.
iLLManner$evs  [author] 13 Jul @ 8:58pm 
@HippyMonster420 -- Thank you! Glad you are enjoying it! Some of the effects have definitely provided some great scares and paranoia driven moments.

As for the expansion of new grow tents, I have some custom models that LBG_Blue has whipped up for the mod. I'll be adding those in a future update to have some more options that afford players to cultivate more than one plant.
Hippy 13 Jul @ 5:03am 
Hey man! love how its coming along and the effects.. mate there awesome! that bomb drop whistle.. oof do you still plan on allowing or making a new variant to the grow tent that can have multiple grow pots inside?
iLLManner$evs  [author] 6 Jul @ 9:19am 
@weekendEMO.ttv -- I'm not too familiar with either one of these mods mentioned, but if you:d like to provide some more details on suggestions as to how we can improve upon the mod, I'd love to hear it.
weekendEMO.ttv 6 Jul @ 8:54am 
Don't know if this is possible, and it's way above my paygrade, but man I'd love to see some compatibility built with the Terje and Inedia Mods to really flesh out the medicinal / stamina effects of the drugs.