#Reserved Item Slots

6977 messages · Page 7 of 7 (latest)

tawdry sandal
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Mess in the configs and you'll find that option

formal haven
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kind of? im asking for an option to have both a toggle and a push to swap at the same time on two seperate keys for different use cases

dusty hill
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To be honest, I always meant to do this, I just have not yet. I will look into it this weekend.

dusty hill
# loud sparrow Yesssss

It has been added now. (2.0.33) When you get the chance to test it, let me know if it seems to be working properly for you!

pseudo rapids
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it worked alright

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the left right alt right

vale basin
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oh man i remember this LOL

manic lion
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huh

crisp dragon
dense leaf
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What's the current state of being able to use the walkie with ReservedWalkieSlot while using the terminal? Is the keybind able to be used?

vale basin
crisp dragon
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the caterpillar that was slots man cocooned and emerged as tulip man

fringe gulch
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20 scrap slots + a bunch of slots for tools n stuff. that's me in 1P mode

formal haven
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is there anyway to have the utility slot able to also store shovels/modded shovel likes and display them on your back like a sword would be posed?

cunning dew
vale basin
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guys....reserved slots are coming next update

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v65...

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(basicly)

woven sigil
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reserved reserved item slots slot

vast bone
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config option for making reserved slot access a toggle instead of hold is now absent for some reason

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@dusty hill any idea why?

dusty hill
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Just bind the toggle one. Someone really wanted it, so I added separate keybinds

vast bone
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yeah, I checked the keybinds ingame and it's not there either. Do I HAVE to use InputUtils to see that?

dusty hill
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One sec

vast bone
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this is all that's present for me

dusty hill
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Oh, yes. You do need InputUtils to rebind most of the inputs in this mod :/
It was too annoying supporting keybinds in the config AND with InputUtils, so I chose to just do one of them

vast bone
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Alright

dusty hill
# vast bone Alright

Tbh, thinking about it now, that option might be one that I should leave in the config maybe, and just use it as an override so players not using InputUtils can still toggle.
I'll probably do that soon, actually.

vast bone
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Also still praying for ultrawide support 🙏

dusty hill
# vast bone Also still praying for ultrawide support 🙏

Yeah, I need to figure out why it's not working. When I was testing this, the sides of the canvas were not aligning on the edges of the screen like they should, so I was really confused about that.
When I have more time, I'll try to figure out why

vast bone
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Sounds good, thanks again for all your hard work

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truly a goated modder

dusty hill
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Haha appreciate it 🙂

vast bone
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If I might make a suggestion, haven't looked if its source is public or not but Elad's HUD does seem to work appropriately with ultrawide, so maybe you could look into that for potential solutions

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Granted that's probably just replacing the vanilla health/stamina UI, which is already forced ultrawide by LC Ultrawide itself so

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Who knows LOL

dusty hill
safe panther
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wanted to double check, if the slots are set to be an upgrade instead of starting with them, does buying them give everyone the slot or only you the slot?

stiff star
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every1

safe panther
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ah neat, ty

cunning dew
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Hey any idea if Ultra Flashlight will get support in this? I added It via config but when ever I'm not holding it directly in my hands it's light changes to that of a pro Flashlight instead of it's strong beam.

dense leaf
cunning dew
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Yes I did and it didn't do anything.

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Still same effect when not holding it directly in your hands, the beam light turns to a pro flashlight.

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All it felt it did was add the ultra flashlight to the reserved slot which can be done via config anyways so it was pointless.

dusty hill
cunning dew
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No I haven't tried it yet.

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I chose not to sacrifice your mod for the flashlight.

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I notice anything that brightens the flashlights in anyways only work while held. Emergency Dice can buff the pro flashlight, but like the ultra flashlight it only works while physically held. 😦

pale rampart
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It is not a reservedslot problem, because even having it in the vanilla inventory, but not in hand, the error occurs

cunning dew
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Ah well that definitely explains it. Hopefully we get a fix for it cause it's a really nice upgrade from the pro.

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Thank you Moroxide

mellow iris
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is there a way on reserved weapon slot to just have the ammo alot? I dont want a weapon slot but want an ammo slot

pale rampart
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I did that for the utility belt

mellow iris
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ill just do this and make it so you shotgun and stuff dont go in the slot

warm jewel
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hello, any way to make this compatible with usualscrap/immersivescrap items?

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id like to be able to use the lamp/crowbar and stuff

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with the reserved slots

pale rampart
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with this

warm jewel
pale rampart
warm jewel
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how so

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is there a file i can access

dusty hill
silver chasm
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Hey, is there a way to update the holsteredParentBone after initialization at runtime (e.g. from changing a config through LethalConfig). I tried modifying it on the ReservedItemData but it has no impact

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Nice API btw, was pretty easy to use! :)

warm jewel
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which?

pale rampart
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add there the name of the weapons of usualscrap/immersivescrap

warm jewel
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find*

pale rampart
warm jewel
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i use imperium

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is that ok?

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also how do i type it in?

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weapon name space weapon name space?

worthy pond
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as an example, Big wrench is from something else

warm jewel
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thank you

woven tundra
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Is there a way to combine the reserved item section of the terminal with the shop section of the terminal? Like maybe below the ship upgrades section is the reserved items section.

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It would be great if everything was in one place

warm wing
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is there a way to disable the laser pointer going into the flashlight slot?

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I guess by manually making a custom slot that only allows flashlights?

warm wing
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I checked the configs but I didn't see an item blacklist setting anywhere. I guess I'll delete the file and let it get regenerated, maybe that fixes it

mossy trellis
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Is there a way to make the reserved slotbar focus toggleable instead of holding the alt key ? There used to be an option for this but I can't find it anymore

stiff star
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it's built in both

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toggle default should be Right Alt

mossy trellis
dense leaf
warm wing
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that's good to know, thanks

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I ended up making a custom slot for it

dusty hill
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I thought I did this already, but I guess not?

gilded marten
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you definitely did

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but i checked last night and yeah its not there anymore

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.

spare mica
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I love how this mod can be configured to work with whatever you like... yet everyone and their grandmother create and post their own "Reserved [X]" mods on the thunderstore.

dense leaf
dusty hill
dusty hill
dense leaf
cunning dew
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In case anyone comes here to ask about it YES the belt bag can go in the Utility Reserved Slot!
Add it via list just like this:
Belt bag

The b in bag needs to be lower case. Making it upper case will not register.

stiff star
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and im here days later to say it doesn't appear you can scroll to other Reserved Slots if you are holding a Belt Bag that's in one

surreal sail
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@dusty hill Did you unintentionally break something?

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😦

stiff star
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Maybe?

surreal sail
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I saw someone also report an issue in the Hotbarplus thread that I imagine started after the latest HBP update lol

surreal sail
stiff star
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no

surreal sail
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Cus we've done several recent streams with it in a reserved slot with no issues

surreal sail
# stiff star no

I mean all 3 mods updated recently, so it's important to double check

stiff star
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I have

surreal sail
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And it happens even with the previous versions?

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In that case I wonder what mod you have that we don't 🤔

stiff star
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Forgot to try

surreal sail
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Ah

stiff star
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2.0.35 doesn't work

surreal sail
surreal sail
stiff star
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I am simply just stupid

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LMAOO

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I forgot if there's multiple slots, if only 1 of them has an item you can't scroll

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intelligence

surreal sail
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LOL

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I should have watched your video cus I could have told you that

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☠️

dusty hill
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So false alarm? 😅

stiff star
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yes

dusty hill
# stiff star yes

Okay cool. I removed a typo in my code, so I was gonna be upset if that actually broke things lol. The typo was luckily not really affecting anything, though.

But.... if it does seem like something might have changed since that update, just make another post and let me know haha

cunning dew
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Hey so i'm a little confused. Is it possible to make it so we don't start with reserved slots unlocked and have to purchase them as upgrades? I tried messing with configs and can't seem to get it figured out.

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nvm figured out now.

cunning dew
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@dusty hill we are having an issue where players are dropping their whole inventory when they pick up the max amount of items (5)

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it then says player ran out of inventory space

dusty hill
cunning dew
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I think its all right now. I have it set to unlock them in shop

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So we only have key flashlight and walkie unlocked plus 1 inventory slot and all are filled.

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only two players are encountering it

dusty hill
cunning dew
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Yes when they pick up the 5th item it happens.

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so far it seems tied to maybe the reserved walkie

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ok its mainly when they fill every slot.

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its not happening to the host me.

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Its only 2 of our 7 players

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currently streaming it now too.

dusty hill
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Would you be able to send me a profile code so I can test your settings/modpack?

I can try to replicate it to see if I can figure out what's going on

cunning dew
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0191de2f-da59-b486-d72b-04f9475de1de

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Ok it is happening to others now.

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it happens to clients not host.

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But yeah to clarify We purchased a 5th slot and purchased Flashlight Walkie and Key. 8 slots. when all filled it happens.

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Gonna test what happens when we get more slots unlocks.

dusty hill
cunning dew
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Yes with HotbarPlus

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thats how we got the inventory slot

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it seems to be happening with all reserved slots. just got spray paint and ammo

dusty hill
# cunning dew it seems to be happening with all reserved slots. just got spray paint and ammo

I'm using your profile, and running with 2 clients.
I'm not able to replicate this right now.

Here's what I'm doing as the non-host client:

  • Purchase extra hotbar slot.
  • Purchase reserved flashlight slot.
  • Pick up 5 scrap, and then pick up a flashlight.
  • Everything seems fine.

I tried also tried picking up a non-reserved item last, but still nothing.

Did I do the steps correctly?

cunning dew
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We had walkie slot Flashlight Slot and Key Slot purchased.

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and hotbarplus slot

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so in total 8 slots

cunning dew
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Any luck finding anything?

cunning dew
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@dusty hill while testing it we noticed when leaving any one reserved slot empty it wouldn't happen. But as soon as every reserved slot was full and players pick up a full inventory it would happen.

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For tonight I'll be trying to set up a dummy slot in reserves that won't be used to see if this helps as a temporary fix

dusty hill
cunning dew
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No I don't.

cunning dew
# dusty hill No, I had to head to bed. What was the order that you bought the slots in? If yo...

But we set up Utility Slot to blacklist everything so it was an empty reserved slot we could never fill and it fixed our issues.

I believe when it happened we bought Flashlight, Walkie, Key, and then 5th Slot maybe. Players would grab all reserved slot items and then 5 scrap and it would trigger.

Once we unlocked another reserved slot it would only happen if every reserved slot was holding an item. So the more Reserved Slots we unlocked the less it would happen as some players don't use certain items.

dusty hill
dusty hill
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Oh, it is lobby control.

LobbyControl.Log.LogError((object)("Grab invalidated for " + controllerB.playerUsername + " out of inventory space!" + (LobbyControl.PluginConfig.ItemSync.ForceDrop.Value ? "" : " ( use lobby dropall to fix )")));
HUDManager.Instance.AddTextToChatOnServer(controllerB.playerUsername + " is out of inventory space!", -1);
if (LobbyControl.PluginConfig.ItemSync.ForceDrop.Value)
{
    controllerB.DropAllHeldItemsServerRpc();
}

Lemme see if it's something I'm doing wrong, though

cunning dew
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Oh interesting!

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Thanks Flip for looking into this.

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Right now we have a Reserved Slot with all items blacklisted for it so the bug can't happen. Let me know what you find 🙂

dusty hill
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We're getting close. It's an issue with the ReservedItemSlot mods. When the hotbarslot is purchased, it's successfully updating the reserveditemslot start index, but only for the host. I thought I had this working fine already. Still investigating

cunning dew
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Awesome. Until then I at least have a safety net to protect from the bug.

dusty hill
# cunning dew Awesome. Until then I at least have a safety net to protect from the bug.

Well, here's the long explanation that no-one asked for.

When the players' inventory sizes change from any source, even from other mods, the reserved item slot mods will detect this, and then attempt to correct the start index for the reserved item slots. The index would normally only change if item slots were inserted into the inventory BEFORE the reserved item slots, which I don't believe most mods that add inventory slots do.
By the way, I check for inventory size changes individually, for each player, because some mods might allow increasing inventory sizes for only one player, such as with the utility belt from lethal things.

So when you buy a slot from hotbarplus, it does add the slot before the reserved item slots, and so the start index for the reserved item slots goes up by 1, but checking this kind of inventory change wasn't really reliable unless it was being checked on the host player (because I can cross reference the hotbar ui slots, too), so it wasn't being correctly updated on players, except for the host's local player.

I changed up some logic, and it seems like I got the issue fixed now.
Thanks for sharing this bug with me! I'll get the update pushed in a bit.
Let me know if another similar issue arises!

cunning dew
earnest ridge
dusty hill
earnest ridge
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I’m part of Glitch’s crew so yes it was happening to me that night in the lobby.

jade blade
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oki doki. so. i have the "BuyableShotgunPlus" mod in my pack, but when i buy one, it wont go in the reserved weapon slot.

do i need to add the GUID in the config for the shotgun listed in "BuyableShotgunPlus" Config file to the "AdditionalRangedWeaponsInSlot" part of reserved weapon slot config file?

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also, not sure if its me but the ammo slot isnt showing up for me despite having DisableReservedAmmoSlot as false and NumAmmoSlots as 1 by default

dusty hill
jade blade
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ah sweet as a nut, cheers. i'll boot up in a bit an note that down. see if it sorts the issue 😄

cunning dew
jade blade
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thank you. that worked a treat, Shell+ was needed for the ammo slot too. at least its in now 😄

cunning dew
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Ammo doesn't stack so I do 2 slots for 2 extra shells.

jade blade
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yeah thas my next test. looking for the best way to either remove or fade the chat over time

cunning dew
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But as a balance I used all the Flip Reserved slots as buyable upgrades so my party doesn't start off op. We start vanilla and then upgrade.

jade blade
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for when audio goes messy an ya can type in "no mic" or something

cunning dew
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Where M just mutes or unmutes.

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Also Weapon slot comes with a unique key bind T

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And with Hotbarplus you can add additional inventory slots too that you also add as purchasable upgrades.

My group and I love it so much cause it gives us a sense of progression as we collect scrap and sell and gives us choices of do we want this or this or an upgrade or a teleporter?

jade blade
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ooh thas an interesting one.

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im about to make a modpack 1.5 for my mates. will beta it for them now though haha

cunning dew
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It's all customizable too. So sense i have a big group and we can pull in A LOT cause of sellbodies mod. I made the upgrades pricey.

But if your group is smaller you can set lower.

With hotbarplus. I set it to add 6 buyable slots for a total of 10 (needed a slight resize) but every time we buy a inventory slot the price of the next one goes up. Same concept for ammo slot.
So to start our game we have just 4 vanilla. Then with over 64k worth of upgrades we can unlock.
Reserved:
Spray
Utility (added Belt bag)
Weapon
Walkie
Flashlight
Key
2 Ammo slots
6 inventory slots.

Yes around 64k for mine.

jade blade
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thas insane haha

cunning dew
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Yeah. But we don't always unlock everything which is nice. We finally set a balance for our groups play style. So it may take some tweaking of settings but trust me if you like a sense of progression in a game this set up is a perfect replacement to late game upgrades since I believe that's out dated and buggy.

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It was just so boring to start day 1 with everything. It was stale and to strong. Flip is amazing for their work here! Thank you @dusty hill also that bug is fixed i forgot to say something so I finally removed my safety slot and returned it to normal.

One question though Flip will there ever be an option to add another key slot like how ammo is?

jade blade
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oh, does the Key slot work? tried a few in the past, always had problems with them. so took to getting a bag and filling with keys like a keychain haha

cunning dew
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Yeah it works fine. Combo with GI and you can use the key without pulling it out.

jade blade
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GI?

fossil depot
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General Improvements

hearty crow
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Hey, is there a way to only display flashlight slot when pressing Alt key, and not always being on the side of the screen?
I'm not talking about when the slot is empty, i'm saying if there is a flashlight in the slot just hiding it completely from the side?
Or at least hide the text saying Hold & Toggle?

stoic prism
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Aside from that I think if you also use HotBarPlus and set OverrideFadeHudAlpha to 0 that should also hide all slots after a few seconds as long as they're not active.

hearty crow
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Or a mod?

stoic prism
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Config setting in ReservedItemSlotCore.

hearty crow
fierce vine
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I dont know if its a problem with the other mods im using but I you cant sell items that are in your reserved slots.

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also cant pick up items into the belt bag if its in the reserved slot

cunning dew
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would be nice, but tbh not really that needed. You can just type it out without having to open the reserved menu

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I just jump on terminal and type Reserved Flashlight then it takes me right to confirmation screen. Super quick and easy.

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You don't even need to go into it.

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How so?

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Here I thought you were gonna have a bug report lol

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You said it messes with terminal stuff so I assumed a bug

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lol

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How often do you actually open that menu?

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So its not that big of a deal. Its all in your head. 😄 I'm not trying to down talk ya here. Just trying to help your mind not be so picky on it lol.

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Cause I do agree it would be cool if it was in the store page, but since I have it all memorized for what I set up its not been a problem anymore.

fierce vine
cunning dew
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Also I would recommend whitelisting Belt Bag into Ulitity configs instead.

fierce vine
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stuff like weapon spawned in to the map that are wroth scrap cant be sold nether can you pick up items into the belt bag from the ground.

cunning dew
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just gotta type Belt bag bag has to be a lowercase b

fierce vine
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i will try

cunning dew
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Also why are weapons in utility slot???? Do you not use the weapon slot???

fierce vine
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not in utility slot it wont sell from any reserved slot

cunning dew
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Oh gotcha. I misunderstood.

fierce vine
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np your good

cunning dew
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some suggestions. Use Sell My Scrap mod.

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and if you use Ship inventory the two work together.

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Then you can just put the item into the ship inventory and on company day type sell all -inv and it will sell everything right out of the ship inventory.

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this will not only solve your one problem but add a very easy and convient system to your ship for selling.

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and storing

fierce vine
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thx for the idea

cunning dew
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np. Trust me its so nice. You do not need to travel back and forth to sell.

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I can hop into a vc if you want some help looking over your mod pack and fixing the belt bag issue too

dense laurel
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added hotbarplus, reserved item slot core and reserved utility slot and I wanna make it so we dont have a reserved slot at the start but can buy a reserved utility slot with money.

pale rampart
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I did that

dense laurel
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oh the CustomReservedItemSlot? would you happen to have a config to share for all tools?

dusty hill
dense laurel
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no i tried reserved utility, reserved utility slot and some others i tried to think

dusty hill
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It should be showing up in the list

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lemme check some things

dense laurel
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Yeah I'm able to see it being purchasable at default configs. Then I try to set ReservedItemSlotCore: Enable purchasing item slots: true and Num utility slots: 0 to allow purchases and have no utility slots at the start, the slot doesnt appear in the list of items to purchase.

dusty hill
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The num utility slots is the amount that the mod will let you buy if you have purchasing slots enabled

dense laurel
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Ah I see. Is there also a way to have 1 slot at spawn and be able to purchase more of them with money?

dusty hill
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I would probably recommend what Spookoxide said #1177039162428366848 message
Probably create a custom slot that's free, and keep the utility slot to purchasable.

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I probably should have a config that allows you to set the amount of free slots to have, but I'd have to change a few other things for that to work, and I don't have a lot of time for that :/

dense laurel
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That's alright! Thanks for taking the time to answer all my questions, I appreciate it. As for feedback, the configuration for the slots is a little confusing for me as you can tell lol, and what you said as well would be a good addition.

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I'll be doing a 1 item slot lobby with the group next saturday monkaLaugh

hushed schooner
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are the feature that makes the slot buyable not working? I have put in a specified amount but I still start the game with it enabled anyways like it was free

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i should have it enabled

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found the setting

dapper hill
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Hey, even though I put in Airhorn and Clown horn like it is in game for a new slot I added with reservedcore, it still isn't working.

dusty hill
dapper hill
dusty hill
dusty hill
# dapper hill

Have you confirmed that those are the actual display names of those items?

Generally, I think vanilla items that have two words in the name have the first word properly capitalized, but the second word is lowered case. Maybe try "Clown horn" and see what happens.

dapper hill
dusty hill
# dapper hill yeah i tried it that way initially, but then changed it to that one to see if th...

I believe I found the bug.

It was likely because you separated the item names with a comma AND a space, but my mod wasn't handling it that correctly. Separating item names with a comma and a space is supposed to be fine. This bug seems to be specific to the item name parsing for custom slots only, and luckily not the other reserved item slot mods that let you type item names in the config.

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I pushed the fix out, btw

dapper hill
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Alright thank you!

dapper hill
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do you know if that when i add a few things into the WeaponReservedSlot (added a couple weapons from ImmersiveScrap) do they need to add the weapons in themselves? or is it shared via host?

dusty hill
weak imp
pseudo rapids
fringe gulch
weak imp
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This case just considers LGU patching before Reserved.
I don't know if your case has Reserved patching before LGU.

fringe gulch
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probably why "nobody brought it up"

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🤷‍♂️

abstract vault
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Mimics have a bug with this mod, the flashlight should not show up for players and other creatures, but the mimic has it visible and weighs on his shoulder. @dusty hill

surreal sail
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It's intended compat for masked if you use a mod that makes them mimic players

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You could have even read the description before thinking this was a bug

abstract vault
surreal sail
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IS

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NOT

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A

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BUG

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There is no fix. It's mimicing a player which means it also carries the same reserved item, if the person has a walkie they'll wear walkies too

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As I said

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Read the description

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It's

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INTENDED

abstract vault
plush lagoon
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bro you can just disable that on the config

abstract vault
surreal sail
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If the flashlight the person is using is on the mimic's light will be on, if it's off the mimic's light will be off

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It syncs up with how the person's stuff is when it spawns in

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Idk why you're so hell bent on thinking it's a bug

abstract vault
crisp dragon
pale rampart
quiet jungle
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@dusty hill a couple of questions about HotbarPlus:
Sometimes it happens that the scroll wheel works immediately, has this often happened to some people? Maybe there are some mods that sometimes break the scrolling of the mouse wheel?

dusty hill
quiet jungle
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Damn translator

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In terms of the fact that scrolling the mouse wheel does not work sometimes

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In principle, this is not so critical, but some still use scrolling rather than shortcut keys 1-8

dusty hill
quiet jungle
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Well, I'm not playing right now, just streamers and other players are testing the build with this mod

dusty hill
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So it seems mostly random? Any pattern, or way that you can easily replicate it?

quiet jungle
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GI has a function - shifting items to the left when you reset

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Very convenient, perhaps because of it sometimes scrolling does not work

quiet jungle
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In principle, this is generally uncritical

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It's just that old Vanilla players who have lived their whole lives on the spinning wheel are surprised

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That’s why I decided to ask here, what if something conflicts or has it always been like this perceive

quiet jungle
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Is it possible to somehow make the inscription “HANDS FULL” a little higher? or add config to display HUD settings @dusty hill

dusty hill
quiet jungle
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that's all hotbarplus

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Just now I observed a funny situation where the player didn’t understand anything - why he couldn’t take things, but his hands were full

dusty hill
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Hmm, why would the vanilla game put the hands full label behind the hotbars?

quiet jungle
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I couldn’t read it because the inscription doesn’t catch my eye

quiet jungle
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it's always been like this

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or not...

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I'll check now

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Well, yes, in vanilla too @dusty hill

dusty hill
# quiet jungle

I would like to, but I don't have a lot of time to add new stuff to my mods. I usually focus on fixes. I'll add it to my "maybe" list, though.

normal dune
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im not really sure whats going on here, my logs are being spammed like crazy with reserved slot errors. this happened after we got fired. we had a hotbarplus slot bought and and i think a flashlight slot bought

dusty hill
normal dune
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i dont think i do.. ill send my modlist though

dusty hill
normal dune
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no problem c:

dusty hill
# normal dune no problem c:

I found the issue by the way, and it was caused by ReservedItemSlotCore not correctly resetting the inventory when another mod alters it during the ResetShip stage. This has been fixed now.
Thanks for letting me know about this!

normal dune
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im glad you found the issue c: thank you for fixing it!

abstract vault
#

Doesn't your mod add flashlights to mimics? I would like more advanced functionality, customize the chance of an item the mimic will hold in his hand for example. It just holds one flashlight and nothing else, I would like more items and the ability to customize them, I think it would be a great addition to the masked enemies

#

It would be especially cool to give the mimic a shotgun, xD. I think a lot of people would like that option.

worn lance
#

Kind of completely out of scope for this mod, don't you think?

abstract vault
plush lagoon
#

yes it doesnt but steals them. have the illusion of mimic having them

abstract vault
worn lance
plush lagoon
#

they steal from my experience tho

#

my only problem from the mod are masked being stuck randomly and they lag the game

dusty hill
#

They don't steal. iirc, in the vanilla game, they have a preferred target, and whoever their preferred target is when they spawn, it will copy the reserved items they had at that point. These are fake objects and not actual items. They're just for the visual effects.

Also @abstract vault, Agitatio is right. It is pretty out of scope for this mod. Those have nothing to do with reserved item slots. I think the idea is cool, though.

plush lagoon
modest trench
#

@dusty hill

Sorry I have been out of the game for awhile. Why was "let me look down" discontinued?

Game update or something?

tawdry sandal
#

On v64.2 from Lethal Company, Zeekerss changed the max Y axis viewing angle from 60° to 80° because of the Belt Bag

LetMeLookDown did the same thing, so it doesn't have a purpose anymore. Because of that it was deprecated

serene compass
surreal sail
#

@dusty hill Just a cool thing you could maybe do, you think you could do a ReservedKeybindings mod or maybe implement the option to setup the hotkeys for Walkies and Flashlights directly into ReservedItemSlotCore? It could be extremely useful for if you use ReservedJsonSlots instead for the Flashlight and Walkie slots lunxara_love_with_tail

pale rampart
dusty hill
dusty hill
# pale rampart I support this idea, I made a similar suggestion to get the hotkey for items for...

It's not a bad idea, it just requires extra code for each type of item that you can "use", unless I scripted a use function for every type of item, which doesn't sound fun. Some items have multiple use functions, like the walkie. It would require too much scripting, and probably future maintenance if more items got added.

I would more realistically allow options to swap to each reserved item slot with a hotkey, but it was never high on my priority list.

surreal sail
dense leaf
dusty hill
surreal sail
dusty hill
#

Yeah, I can probably make some tweaks so they're all consolidated under the core mod. I also didn't really like them being under different mods lol

surreal sail
glass walrus
#

How can I add reserve slots to the left like that standalone key mod instead of adding them to the right?

stiff star
glass walrus
chrome turret
#

Hey flip, ran into a weird thing with my elite flashlight mod. Was having an issue with when a mimic spawned copying the appearance of a player (usually with mirage), if the flashlight mesh only has one material it would glitch out the flashlight on the mimic and cause it to appear below the player's head without being able to be turned off. Causing it to blind the player for the rest of the moon. Since I added a new material for the bulb of the flashlight, the issue is gone. I believe the issue is with line 134 in MaskedEnemyPatcher.cs not checking that that flashlight has more than 1 material.
Here is the message in the log when a mimic spawns.

Stack trace:
(wrapper stelemref) System.Object.virt_stelemref_class_small_idepth(intptr,object)
ReservedItemSlotCore.Patches.MaskedEnemyPatcher.AddReservedItemsToMaskedEnemy (MaskedPlayerEnemy maskedEnemy) (at <5a0380d32d0342c48aaba08b804d01c0>:IL_0359)
ReservedItemSlotCore.Patches.MaskedEnemyPatcher.Update (MaskedPlayerEnemy __instance) (at <5a0380d32d0342c48aaba08b804d01c0>:IL_0050)
(wrapper dynamic-method) MaskedPlayerEnemy.DMD<MaskedPlayerEnemy::Update>(MaskedPlayerEnemy)```
dusty hill
dusty hill
#

Hahaha that was the debug error. It's not actually an error. I totally forgot to take that out. Thank you for showing me. Dumb dumb moment

#

In my head, I feel like I remember deleting it. I guess not lol

surreal sail
pale rampart
#

If you don't have nothing I your hand, but your flashlight in your inventory, the light stays on the hand of the player, being Moved constantly and not being able to use it normally

#

I'll try getting a video tomorrow with this issue

dusty hill
dusty hill
pale rampart
pale rampart
#

the flashlight should be attached (visually) on your shoulder even if you don't have it reserved

#

but rn it's attached on your hands, moving it when you move

#

making the flashlight unusable when having more than one item on your inventory

surreal sail
#

I use Jacob's mod to have the Reserved Slots and the bug isn't happening with just the Core present

pale rampart
surreal sail
#

You should be able to just downgrade ReservedFlashlightSlot for now

lusty cedar
#

Whereas the flashlight update is just:

surreal sail
lusty cedar
#

Ah

dusty hill
#

I will be looking at this when I get home from work

dusty hill
dusty hill
#

I'm not sure how this happened, but apparently I had pending changes to how the light gets rendered, but decided not to go through with it, and apparently I didn't revert all of those changes. This must have been like 2 months ago lol.

@pale rampart Thanks for telling me about the issue! I'll upload the fix soon.

fringe gulch
#

so was it core or just flashlight?

dusty hill
#

Just flashlight

fringe gulch
#

thanks. i'll downgrade til fix

pale rampart
#

Yay

dusty hill
#

Alright, ReservedFlashlightSlot 2.0.10 has been uploaded and should appear for people within 10 minutes, hopefully.
@surreal sail I removed that error from the core mod, and will upload that in a few minutes. Thanks again for letting me know haha

surreal sail
#

Now I just hope to see you integrate setting up bindings for Walkies and Flashlights into the Core mod lol

dense leaf
#

Does ReservedFlashlightSlot turn off all other flashlights when you turn a new one on if youre carrying multiple? Noticed this was different from vanilla

pale rampart
dusty hill
#

Yes, I believe the reserved flashlight mod will do this.

pliant flame
#

I'm not sure, but I'd bet my life on this one. If you have lethalhands installed along with reserved flashlight, when you take out your fists and items fall, the flashlight will bug. To turn it on you have to press ALT, F and to turn it off the same way, and the light will no longer be visible to other players. That flashlight will be like that forever.

#

The F key no longer works to turn the power off and on if you don't press ALT first to have it in your hand and be able to turn it off and on.

surreal sail
dusty hill
light flicker
#

being able to change the reserved slot color would be nice

broken turret
#

would it be possible to get semi support for LCVR with this mod?

the keybind restriction makes it impossible to use with VR sadly 😭
maybe just a way to mimic the behavior of hotbarplus's additional slots so that you could navigate to them by scrolling when you're in VR?

dusty hill
#

@broken turret A few questions, but how does the player swap between item slots? Is there a scroll method, or do you point at the item slots? If it's scroll, I'll have to "unfix" the item scroll directly while in the reservd item slots. I might have more questions later

broken turret
#

just adding the ability to scroll to the extra ones instead of needing to hold alt would be awesome

dusty hill
broken turret
broken turret
dusty hill
#

@broken turret The compatibility should be added in 2.0.45 if you wanna check it out. I couldn't really "test" it, in the sense of having a player in VR, but I did mark a player to be in a "fake" vr mode while testing this, and it seems to work fine. Basically, they can't use hotkeys, but they will be able to scroll between the hotbars. It should sync between players just fine, but since my mod didn't originally have the ability to swap between the hotbar slots by scrolling, I can't confirm if there will be issues with players with the mod. But like I said, from my basic tests, this worked fine between my two clients.

Could you let me know sometime if you run into any issues?

broken turret
#

I'll let you know if I run into any issues

dusty hill
broken turret
broken turret
#

Alright @dusty hill so I did a little bit of testing on my own and while I was able to scroll to the other slots the entire scrolling system seems to be broken now, it'll constantly reselect either slot 0 or the bottom slot of the reserved slots mod, I'll send my log shortly but I didn't see anything too useful in there

#

near the bottom of the log you can see the hotbar slots spamming being reset to index 0 or 4 or smth

#

this issue didn't happen before but its a step in the right direction rn 😭

dusty hill
broken turret
#

no additional slots atm, just a base of 4 but it was active

#

should I attempt without it?

dusty hill
#

No, that's fine. It's probably something else. I technically didn't test with LCVR, but I will in a bit, even if I'm not in VR mode, and force my client to behave as if I was in VR mode.
Hopefully I can find out what was going on.

#

So was it like, you would scroll to the slots, and then it would immediately revert or something? @broken turret

broken turret
#

basically, as soon as I would "scroll" away it would go back to the original slot

#

most noticable when holding an item as the sound that would play when you held that item would spam whenever trying to scroll away such as the shovel

#

if/when you have another version of the mod to test you can tag me and I'll look into it before it actually goes up to thunderstore

dusty hill
broken turret
#

I managed to get to the flashlight in the reserved slot but then I was stuck on it similar to the normal hotbar

dusty hill
#

Oh, I see. Now that I'm testing with an actual item in my reserved slots, it's now behaving strangely.
Okay, that's enough to go off of for now. Hopefully I'll finish tracking this down tomorrow. I may not have too much time tonight

#

Thanks so much!

broken turret
#

Alright sounds awesome! good luck fixing the issue

fringe gulch
#

it seems to be scrolling to hidden reserved slots?

dusty hill
fringe gulch
#

aye aye

#

thanks, mate

dusty hill
#

Also @broken turret Here's this if you want to test it. That "typo" was half of your issues, but there was another one that caused strange behaviours when trying to swap off, which was just a slight oversight of mine, but this version feels pretty good now. It does have some strange behaviors, such as swapping back to the first item slot after picking up a reserved item, while you were already in the reserved slots, but at least all of this is synced between the players. I'll try to fix that eventually.

I would normally share the dll with you, but I'll probably upload it to thunderstore as 2.0.46 because it fixes that typo that broke the previous mechanic with my typo. But let me know if you get the chance to test it.

fringe gulch
#

^was makin sure the mod was up to date

broken turret
#

yeah @dusty hill I'm currently in VR rn and its still happening

#

here's a gif of the issue taken by one of my friends

#

I'm just pressing down on the joystick

dusty hill
#

@broken turret that is strange. Was that gif on the 2.0.46 version? There must be something else going on. I will do more tests tomorrow, but I will share a dll with you if I have something you might want to test. I will let you know!

broken turret
#

unsure why its still happening

dusty hill
fringe gulch
broken turret
#

yeah it is on 2.0.46

#

not sure whats going on and why it still happens 😭

fringe gulch
#

maybe the bundle wasnt inserted by mistake?

#

happens plenty with modding as a whole

dusty hill
#

@fringe gulch Bruh, my typo got reverted in my code. I 100% fixed it at one point. I must have reverted some other code and accidentally undid that change.
Thanks for letting me know. I'll have that fixed later!

dusty hill
#

@broken turret I think I pinned the issue down. Could you try this when you get the chance? Thanks!

broken turret
#

Absolutely, give me about an hour to finish something up and I'll give it a shot!

dusty hill
#

You're all good!

broken turret
#

so far no issues

#

my controller is a little sensitive so its hard to select but thats on my VR headset, works absolutely fine and should be good for thunderstore upload

#

gonna try and test with multiplayer

broken turret
#

@dusty hill just finished testing multiplayer, absolutely no issues at all!

#

unless something else comes up it works perfectly fine now

gentle aurora
#

i d k if its an issue for me, or widespread but since new version, the hidden reserved slots seem to get selected when they are empty. maybe a mod conflict? anyone else had this occuring?

dusty hill
#

and thanks @broken turret for the testing!

surreal sail
#

I'm using 2.0.47 and running into this

#

I have the unused slots hidden but yeah

#

I have to scroll up twice from the walkie to get to the Belt Bag

dusty hill
#

Uh, I am not sure why it would do that. I fixed the typo, and I had it working before I uploaded it. That confuses me

#

But I'm in bed right now, I can't look. Sorry about that. I'll look tomorrow

surreal sail
#

I just wonder if the wrong dll got accidentally uploaded, lemme run a test with that dll you posted to confirm that theory

#

Oh yeah I think so

#

the dll you sent in the thread is 114 kb, the one on the 2.0.47 TS build is 113

#

So probably wrong dll

#

Rip nah it doesn't fix it for me

#

Huh

#

I'll try sending a log

dusty hill
#

Just because I was very curious, i went and looked. The dll was the correct one. It had all of my changes in it, but that typo was still there. How does that even happen. I fixed that twice 😭 I think I'm going insane

#

I'm cursed

#

I just know it

#

But it is late, so I'm not uploading anyting until tomorrow lol

surreal sail
#

Lol well at least I can roll it back to 2.0.44 for now lmao, I was wondering why it was still broken XD

pale rampart
#

have you tried re-installing the mod?

dusty hill
#

Well, you should be having the issue, because when I checked, my typo was still present for some reason. Specifically, you would notice this if you hide your empty reserved slots, but you are carrying two reserved items, with one empty slot in between them. It then should let you scroll to the empty slot instead of scrolling straight to the other reserved item. Is that what you were trying?

pale rampart
#

or at least that was my test yesterday on the v2.0.46

pale rampart
#

so maybe it's that

gentle aurora
#

yeah it happens with hidden slots, not unpurchased slots (ie, when you own the slot, but have nothing in the slot, and choose to have empty slots hidden)

fringe gulch
#

this shouldnt be the case, but what if the typo fix isnt a significant enough change for some reason?

#

another idea. what if after you fix the typo, you copy the file and use that instead?

#

i aint good at LC code, but it's all i got >.<

gentle aurora
fringe gulch
#

hmm... how about

#

a back to back update for the same mod?

#

one with a completely jumbled text as its code, then a split second later the real update?

#

a force refresh

dusty hill
#

I mean, it's probably just a user error on my part, because I had to test the before and after just to confirm, but after I tested after fixing the typo, and then I tested again with the typo, I 100% remember swapping it back to fix the typo before I built it. My guess is that I undid some future code later on, and might have undid that fix on accident.

I would have a hard time believing visual studios bugged out. At least in this sort of way. I would find it more likely that I just made the mistake lol

When I get home, I will rebuild the dll, and then I will decompile that same dll and double check that typo to be 1000% sure, and then I will package up that new dll. I will make sure that I am not going to mess this up 😂

dusty hill
#

Okay, it's definitely been fixed this time. Third time's the charm, right? (It was definitely fixed after I decompiled the dll I built)
Should be on 2.0.48

fringe gulch
#

alrighty

surreal sail
#

@dusty hill Here to confirm that it is indeed fixed this time

#

:3

fringe gulch
#

100% fixed on my end, too

#

greatly appreciated

lost rapids
#

I noticed that switching from walkie slot to utility, it gives the utility slot item additional tooltip as if it's also a walkie

surreal sail
#

@dusty hill Curious was that one patch you removed what fixed furniture appearing in the middle of the ship for clients? I've noticed sometimes when a client joins they see the furniture all in the middle of the ship and have to leave and rejoin

#

Yeah it is that @dusty hill people keep seeing all the furniture in the middle of the ship if something is picked up before they join

dusty hill
surreal sail
#

Might not have been you this time it seemed to have been the rotation fix in ScienceBird Tweaks lol

surreal sail
#

Lol

dusty hill
#

Oh, gotcha lol. No worries then

fossil depot
#

0195d9fb-c088-be2c-21a7-8c72a3c4ddb9

dusty hill
#

I saw that you have lcvr. For technical reasons, it's not supported if you have that mod. Normally, when you scroll over the reserved item slots, you would skip over empty slots, but VR players won't be able to do that because of a few issues. This means that players that are not in VR mode will have to scroll the same way.

Not really much I can do about that unless I want to rewrite a lot of the mod just for a compatibility patch.

fossil depot
#

I played in both VR and Flat and didn't notice any issue with Reserved Slots

dusty hill
amber pawn
#

would it be possible for this mod to allow the reserved slots to be a different size than normal hotbar?

surreal sail
#

I think by default it follows HotBarPlus but you can disable that

amber pawn
#

Not just reserved slots

#

And my searching through core and hotbarplus didn't show a config for thay

dusty hill
surreal sail
amber pawn
#

i'm checking back on this right now, i saw left img in reserved core (doesn't seem like what i was looking for) and right img in hotbarplus, which affects everything and isn't what i was looking for either

fringe gulch
#

dont know if the issue lies with this or model replacement api, but when im in a custom model and i switch to a reserved slot, the game visually freezes until i switch back. works fine with regular suits

#

modelreplacementapi just updated, too

surreal sail
#

And no reports were made til now as well

fringe gulch
#

there's also the possible case where reserved may need to catch up to be compatible. just covering both sides of the coin

surreal sail
#

True

proud yoke
#

Quick suggestion! Can keybinds be put on the sides of the box? ( My friends and I keep forgetting which buttons are the shovel or the spray paint)

Concept:

surreal sail
#

V70 killed Reserved Slots

amber pawn
#

wait until public release

surreal sail
#

I'm doing all the testing and stuff now

amber pawn
#

just saying

#

there is an incredibly miniscule chance the full release doesn't break it

#

but i think the reason it isn't working is from the compass

#

since its a ui element

surreal sail
#

Yeah

#

the new compass is cool but doesn't really add much

#

a nice immersion thing

amber pawn
#

its basically acompass revived but it matches the ui better

#

and probably less bugs

dusty hill
surreal sail
#

Probably a huge list of changes I bet

stiff star
#

Its not THAT big

surreal sail
#

with lots of optimizations and code cleanup

dusty hill
#

So I'll need to swap to the beta branch, is what you're saying? I'll just do that

#

I'll check it out. Thanks!

surreal sail
#

Playing Vanilla the game ran noticeably smoother and the post processing seems to have been redone

surreal sail
#

Idk if HotbarPlus will also need updated I only saw the error originate from Reserved

amber pawn
#

i did notice game runs at 120 smooth now (which i havent got in a while)

surreal sail
#

the post processing filter looks different too

#

I noticed it almost immediately

amber pawn
#

on just the ship cam or whole game

stiff star
dusty hill
#

What is softmasking? Is that a mod?

surreal sail
dusty hill
#

Technically, that log showed errors from Softmasking, not reservved

surreal sail
#

idk

#

But it throws after Reserved loads

#

Which is weird

dusty hill
#

Yeah, I'm testing now

#

Beta version works fine for me. I'm on v70. Hmmm

#

Wonder if another mod is hooking on the same function that my function is hooked to, and triggering it

surreal sail
#

Interesting I wonder what Soft Masking is then

#

OH

manic lion
#

?

surreal sail
#

The soft masking error

manic lion
#

idk what soft masking is

surreal sail
#

Idk either

#

LOL

dusty hill
#

same

manic lion
#

never herad of that mod

surreal sail
#

I don't think it's a mod but like

#

some method

dusty hill
#

I think it's a unity thing with ui stuff.

#

Chat gpt

Edit: Removed the last bit as it could have been misleading.

manic lion
#

it could be, there were some visual changes this update

amber pawn
#

is that applying for the compass?

surreal sail
#

I'm curious what is hooking into that

#

I think so

surreal sail
#

If I could get a lobby to load without it crashing

#

Maybe I can get a more descriptive error

surreal sail
#

The errors are cus something is breaking the compass

surreal sail
#

Whatever is causing this is also breaking ReservedItemSlots

surreal sail
#

@dusty hill Sending this client log your way, there appear to be some errors in there from ReservedItemSlots

#

I've seen so many NRE's

dusty hill
surreal sail
#

lol

#

But if I had to guess it's an issue after v70 cus I don't remember ever seeing errors like this with client logs on v69

dusty hill
#

@surreal sail I don't see the actual issue yet, but I do notice that you have 150 other stack traces before reserved throws one out. And that's past halfway through the log file.

I'm also seeing a lot of these for some reason:

[22:35:02.2598079] [Info   :ReservedItemSlotCore-2.0.49] Receiving OnSwapReservedHotbar update from client. ClientId: 5 Slot: 6
[22:35:02.2598079] [Info   :ReservedItemSlotCore-2.0.49] Failed to receive hotbar swap index from Client: 5

Which is weird, because when the host sees that a client swapped between the normal/reserved hotbars, the client id of that player doesn't match any of the players in the game, so I'm not sure why that's happening.

#

I'll keep looking, though

surreal sail
#

Yeah there were some other odd stack traces in there too

#

A good chunk from CustomStoryLogs so I downgraded that to 1.4.6

dusty hill
#

I'mma push an update soon with more verbose logs around the areas where I saw errors.

versed fable
#

Heads up for the LCVR compatibility: LCVR 1.4.0 moves the VRSession class to the LCVR.Managers namespace (previously LCVR.Player), which is a breaking change.

dusty hill
dusty hill
versed fable
#

It might be sometime this week or next week, depending on how testing goes. Right now its still beta/development builds only so it's indeed recommended to hold off on changing the compat (even though LCVR 1.3.10 doesn't work with V72)

surreal sail
#

@dusty hill I still can't isolate what is causing this error sometimes, maybe you got ideas?

#

Oh yeah

#

There, I had Verbose on

#

Seems something happened with OnItemDestroy

dusty hill
#

@surreal sail Would you be able to share the whole log file again? Or if not, I could reference your last one.

For some reason, your ReservedPlayerData isn't getting created in the player's Start method.

[HarmonyPatch(typeof(PlayerControllerB), "Start")]
[HarmonyPrefix]
private static void InitializePlayerControllerLate(PlayerControllerB __instance)
{
    var playerData = new ReservedPlayerData(__instance);
    if (!allPlayerData.ContainsKey(__instance))
    {
        Plugin.Log("Initializing ReservedPlayerData for player: " + __instance.name);
        allPlayerData.Add(__instance, playerData);
    }
}

Or it's getting removed for some reason.

But it looks like in your last logs, they were getting created, so I'll have to check for reasons why they might be getting removed.

[22:35:53.5989879] [Info   :ReservedItemSlotCore-2.0.49] Initializing ReservedPlayerData for player: Player (1)
[22:35:53.6115052] [Info   :ReservedItemSlotCore-2.0.49] Initializing ReservedPlayerData for player: Player (3)
[22:35:53.6145052] [Info   :ReservedItemSlotCore-2.0.49] Initializing ReservedPlayerData for player: Player (2)
[22:35:53.6180126] [Info   :ReservedItemSlotCore-2.0.49] Initializing ReservedPlayerData for player: Player
surreal sail
dusty hill
#

This is strange. It's either clearing the list, or the StartOfRound instance of the local player controller is null. It's definitely clearing the list first, and then it initializes the player, so it's not clearing the list after the reserved player data is created. I'mma keep looking. I might have to add more logs.

dusty hill
#

How many people were you playing with @surreal sail

surreal sail
#

We had around 8 or 9 people today

dusty hill
#
[19:31:31.7067469] [Error  :ReservedItemSlotCore-2.0.50] [VERBOSE] Valid user ids: 0 0 0 0 0 7 8 0 0 0 0 0 0 0 0 0```

I guess I don't understand why the allPlayerScripts only shows two non 0 player ids for the players.
Hmm
surreal sail
#

Something with MoreCompany maybe?

dusty hill
#

I wouldn't think so. I thought maybe an error happened from some mod around here.
I'mma keep looking

surreal sail
#

Possible

dusty hill
#

Okay, scratch that. That was early on before more players joined.

[19:59:27.9679946] [Error  :ReservedItemSlotCore-2.0.50] [VERBOSE] Valid user ids: 0 0 10 11 0 7 8 9 0 0 0 0 0 0 0 0```
But I'm still not sure why id 6 doesn't show up under any of the players' client ids
surreal sail
#

You think it could be something from Additional Networking?

dusty hill
#

Not sure. Let me keep looking again

surreal sail
#

01979001-bd69-36f5-6a3d-2a26cbadd468 You're free to look at the pack and see if anything stands out

gentle aurora
versed fable
dusty hill
pale rampart
#

Hello @dusty hill, sorry for pinging, I'm sending this here just in case it's a RISC (Reserved Item Slot Core) issue.
Someone on my thread reported this:
Reserved slots where still on screen after death
I was holding alt to hold my shovel when attempting to kill a Thumper so maybe if your holding the reservedslot alt it will stay on screen

#

Also, another 2 thingys I've found while testing things:

  • If you somehow pick the flashlight on the 1st frame when it appears and you have the custom slot, the model will no longer load. It still works, and it will light when you press F, But if you drop it, you won't be able to pick it up again.
  • If by any chance the item in the reserved slot is a 2handed item, it will be automatically storaged in the slot without being in your hand, being able to change items or even pick another 2handed item.
#

Oh, also.

  • Some utilities like the Flashbang item and the DIY Flashbang scrap doesn't render on your hand.
surreal sail
#

Do you have anything altering the flashbangs somehow?

pale rampart
surreal sail
#

Ah

#

Tbf I've never tried adding them to reserved slots but I carry shovels all the time and haven't had the ui stick on the screen when dying

pale rampart
#

the other 2 issues were something happened to me personally

#

And the last one is a known bug on my mod

surreal sail
#

The most I've noticed with the ui is the compass likes to stay on the screen when dead

#

And you can right click and it will highlight lol

pale rampart
#

lol

lost rapids
#

I've had an issue (it's not that big but it's still noticeable) that when equiping the belt bag in a reserved slot, it doesn't appear on the player until after they hold it in their hands/hover over the slot at least once

edgy canopy
#

hello getting these for multiple players

dusty hill
# edgy canopy hello getting these for multiple players

Do you know how many regular inventory slots you had, and also how many reserved item slots you had?
Do you know if you had any errors before these error logs?

And if you could, it might be helpful if you shared a list of mods just in case there might be some strange incompatible mods I might notice.

edgy canopy
brave shard
#

Heyo, question if I may ask. For the ReservedWeaponSlot and ReserevedFlashlightSlot, if a mod has a clone scrap of a shovel/sign, kitchen knife, or flashlight/pro-flashlight. Will I have to add them to be accepted into the slot or should they be accepted automatically?

fringe gulch
#

if the name when holding it is the exact same as the other when you hold that, it will automatically be applied.
ex. Pickaxe (Wesley's Moons), Pickaxe (Ganimedes), and Pickaxe (Railroad Ridge) are all collectively assigned to a slot by just entering "Pickaxe"

brave shard
# fringe gulch if the name when holding it is the exact same as the other when you hold that, i...

Ah, just wanted to check as want to enable those in the Reserved slots so I checked the apworld file for their file name if that helps identify if they are different or not and so far grouped them into the following:

Heavy Flashlight

Weapons:
Mop
Double-Barreled Shotgun
Kitchen knife
Dust pan

Utility:
Bob-Omb```

Just want to make sure if that is a good way to check to make sure it works.

Thanks again
pale rampart
# pale rampart

Hey @dusty hill sorry for pinging again.
hope someday we could fix this :,]

surreal sail
pale rampart
surreal sail
#

@dusty hill Only Hotbarplus seems to work okay on V73, RIS does work but it's a bit broken and TME is very broken and causes the game to crash while landing the ship

#

Like it's mostly functional somehow

#

but the ui is glitchy

#

and rpcs are prolly borked

dusty hill
#

01125

surreal sail
#

You just need to recompile your mods and update them to the new netcode patcher and they should theoretically be fine

#

There’s a pinned message under #dev-general that should help you

#

Btw @dusty hill I haven’t seen any errors from RIS so if you’re only using vanilla rpcs and not custom ones you probably just need to recompile RIS

#

TME is likely the same, the custom camera is probably causing the crashes cus of the HDRP version bump from updating the build of Unity so when landing the ship it just kills it

dusty hill
# surreal sail Wha?

I don't even know what those five numbers were for or how I type them lol

I will have to look at updating these mods soon. I might be able to do something quick today after work.

surreal sail
dusty hill
# pale rampart **if possible** this too 🥹

Combined, these small things will probably take some time debugging and fixing, and I don't have a whole lot of time as it is. I'll see if I can look at them this weekend though.

surreal sail
#

it's quite small and it's rare

#

If it happened all the time I would say fix it, but I've only seen it happen like one time and it gets fixed by the time you can die again in a following round

#

Oh wait nvm that's a diff issue

#

I thought you talked about the dead problem

#

LOL

#

Yeah that one could be useful to fix

#

Honestly I'm curious if just the recomp will resolve that

#

Cus the items work fine if not inside of a reserved slot

pale rampart
#

I sent a list of issues I've found or some people reported on my group

surreal sail
#

Yeah that one needs fixed, I am wondering if the recomp will fix that or not if anything it's just the placement being wrong when holding the item in a reserved slot

#

that should be an easy fix

#

@dusty hill You prolly just need to double check you're grabbing the same values when holding the item as the base game, since it's only those 2 items esp since they work fine when not in a reserved slot

pale rampart
#

Another thing as an example, if you put a beltbag on the reserved slot, it dissapears when you grab it until you select it pressing ctrl

surreal sail
#

Though I haven't tested in a while

#

I always hide it with BagConfig

#

when it's not selected

#

because looking down slightly and having the prompt appear can be annoying

pale rampart
#

Or the wallet from CodeRebirth, that it's still visible on your camera view when it's on the reserved slot.

surreal sail
#

Odd

pale rampart
#

Even if it's not selected (on your hand)

surreal sail
#

Wallet has been fine for me

surreal sail
surreal sail
#

Huh

pale rampart
#

Let me rephrase it, sorry

surreal sail
#

I have them both like this and have never ran into that issue

#

This was the base json from Reserved Json Slots btw I added the Wallet to it

#

Cus it by default adds the belt bag already

pale rampart
# pale rampart Let me rephrase it, sorry

If you grab a CodeRebirth wallet, it can be seen pinned to your assigned body part. (For example, I have it on my waist, so my player is invisible, but when you look down, you can see the wallet on my waist like a belt bag.)

pale rampart
#

If you have any free time ofc

surreal sail
#

I actually use a handful of your jsons from that

#

but never overrid the belt bag and wallet

#

lol

pale rampart
#

Besides mine

#

So idk :']

surreal sail
#

Btw @dusty hill I think BetterStamina may also need a recomp

#

it seems like it's not fully functioning

#

Doesn't error though

surreal sail
#

Lmao

surreal sail
#

Okay it's just this setting that is really buggy on v73 it seems

dusty hill
#

@surreal sail It seems that just pressing escape and back into the game is enough to fix it. I'll check out what's actually going on.

Also, was TME crashing when the ship landed? Or what was the issue with this mod? Unsure if I'm testing it properly, but nothing is crashing for me right now.

And better stamina. What specifically isn't working here? Was it any individiual setting, like speed/stamina/jumping, or is it some of the syncing between clients?

surreal sail
#

I also noticed if I emote in orbit

#

there is a huge lag spike when performing the first emote

#

So I suspect something with the emote camera is behaving strangely?

#

It prolly just needs a recomp it's prolly some weird behavior from the Unity Engine and HDRP update

dusty hill
#

Not sure. I'm not running into this at all, so it's hard to tell. Would you have other mods that would cause mine to have this issue? Maybe post processing or something? I'm running only a few select mods right now.

surreal sail
#

As for better stamina it was the weight stuff not applying yeah

#

pretty sure anyways

#

Idk, maybe it happens when you pair it with LethalSponge in v73?

dusty hill
#

Yeah, I'm not sure. I won't be able to do extensive testing on that today, but I'll see if I can quickly track down the reserved one. Seems like an easy fix.
I'll look into betterstamina soon, though.

surreal sail
#

Yeah I crash instantly when I try to land on any custom moon with TME

#

I'll post these both

#

@sterile harness @spark notch Maybe one of you can check the crash.dmp

surreal sail
pale rampart
surreal sail
#

I'll show you what I mean in a sec

#

Lag issue seems to not happen anymore since Lethal Performance updated but uhhh yeah hold up

surreal sail
#

Well

#

It's a conflict indeed

#

Between TME and LethalSponge on v73

#

LMAO

#

I turn off LethalSponge and enable TME

#

I can land

#

Same if I disable TME and enable Sponge

#

WEIRD

dusty hill
surreal sail
#

Oh but uh

dusty hill
#

Interesting. I wonder what exactly is causing it

surreal sail
#

I crashed trying to go to main menu

#

LOL

#

Me too tbh

#

I'm more inclined to believe it's a sponge issue cus it has the option to replace the post processing, something might be fucked in V73 with that

#

Though hopefully the recomp fixes the crash when exiting to menu

#

Okay yeah still crashes with Sponge present

#

I shall test if the exit to menu crash while on a moon is fixed now with Sponge off

surreal sail
#

I let the Sponge dev know to recomp Sponge

dusty hill
#

Okay, sounds good!

I cannot figure out why the UI isn't updating after grabbing a reserved item. That's literally all I'm calling when the menu closes, and I'm also calling it after the item gets grabbed, but this update has something else going on that's not letting it or something lol. Even if I wait a second after the reserved item gets grabbed to update the ui, it doesn't update.

Maybe not an update for today. I thought it was be a quick fix. 🙁

surreal sail
dusty hill
#

Okay, it was a slight networking detail that changed. Not sure why, but I'll have to look at it another day sadly.
It only affects some followup animation/ui stuff, so nothing game breaking, but I will get it fixed soon

surreal sail
#

Oh yeah @pale rampart Since you're here, is Lega planning to update The Doctor?

surreal sail
#

Okay cool lol, cus I like him

pale rampart
#

literally texted him day one

surreal sail
#

So hopefully he updates him soon

surreal sail
#

@dusty hill Will TME also need to do this outside of the recomp? Idk if you also reference HDRP through a transpiler for the camera

#

Also @spark notch This might be why Runtime Icons is behaving strangely too

spark notch
#

what mod is that?

surreal sail
#

LethalSponge's update

dusty hill
#

I lied. I do. I'll get that updated when I zip the recomp up

surreal sail
spark notch
#

or I forgor if I did know

dusty hill
#

@surreal sail I updated Reserved and it should be working fine. I didn't tell too much for better stamina, but no obvious errors, but I did update it for now with updated references.

visual quarry
#

I can't find a channel for the MoreBlood mod and know its very old by this point, but it has caused this smearing footprint issue for a long time. not a game changer but yeah

dusty hill
visual quarry
#

all i can say is it isn't affected by LethalElements + Terramesh(dependency) or Lethal Sponge

gentle aurora
#

flip, dont know whats occuring, only happening for one friend, they disconnect periodically, sometimes when afk, sometimes when playing...

attached is their log.

#

this one is my log (the host)

profile is this.
019a6105-e8c7-25d6-b74a-599ec4a728be

dusty hill
gentle aurora
fringe gulch
#

i'll take 10 more slots from RISC please yoiled

pale rampart
#

small teaser of something :]

pale rampart
dusty hill
pale rampart
# dusty hill Ayyy, I love it!

We've been running some small issues with the toomanyemotes support (being able to see the tools on 3rd person via toomanyemotes) but we've been able to fix it at last.
And currently we're checking what couold've be made to avoid same item type overlapping (for example 2 different flashlights on 2 different inventories appears on the shoulder)

#

currently we had no luck, but we hope something could be made for the future

pale rampart
dusty hill
# pale rampart We've been running some small issues with the toomanyemotes support (being able ...

I can maybe add some support to make that more friendly, like maybe have a list of items that are currently being displayed on the user, and if another item of that same type tries to appear, it will reject it and add it to a queue instead, and then if the object that is occupying that slot is not there anymore, an object in the queue will get placed there instead. Just a quick thought, but I could probably do something similar to that.

pale rampart
lost patrol
#

Hello, I don't know if this was reported but using Reserved Item Slot + Lethal Phone and having an item in a slot prevent the phone to go out

cunning dew
#

I also havent ran it in a while, but when we use to that was how it worked and reserved slots never interfered. I actually thought it force dropped your currently held item if you had no empty inventory slots 🤔 but I could be mistaken on that

lost patrol
cunning dew
#

That doesn't sound right. Could potentionally be a Lethal Phones issue too. Would have to look over your mod pack.

cunning dew
#

@dusty hill Hey I was curious if you knew the answer. Am I able to remove extra hotbar slots and add a new reserved slot to a pre existing save? Or would it mess up the save since we have the slots purchased already? I feel it would work but I just wanted to make sure first.

dusty hill
cunning dew
# dusty hill I want to say that it should work fine. I'm not 100% confident though. I don't r...

Gotcha. I might risk it and see 😆 I use the upgrade feature for reserved and hotbar slots (to add 3 more inventory spots), but with Lethal Things back and its Utility Belt I find it overkill and was wanting to remove the extra hotbar slots and add 1 more Utility Slot so players can use the belt for extra spaces and still have 1 Utility slot left. But our run is on day 50+ right now lol.

vast bone
turbid dock
#

alright so i'm not entirely sure if this is the right thread to ask, since this could very well be because of LethalEmotesAPI, but I'm having a weird issue with holstered item displays not working.
I tried to see if something was wrong with my JSON reserved slots config and even tried the normal ReservedFlashlightSlot mod but nothing seems to work. I couldn't find any errors in logs either.
I also tried to see if the items would appear on the little interior camera at the front but that isn't the case either.

pack code: 019b8fda-b3a7-46d5-66b4-0dc08a605522

heady oar
dusty hill
# heady oar

Would you be able to share a mod list with me? I wonder if there's a conflicting mod. Or if another mod is erroring out and causing problems for this one.

heady oar
dusty hill
pale rampart
#

interesting, Reserved Item Slot works correctly on v80

#

and with this, can confirm that ReservedJsonSlot, ReservedCustomPosition and ReservedSlotPositionForInventory works too.

(JLL, a dependency from ReservedJsonSlot is giving a red log, but it's not related to the JsonPosition)

magic nova
#

did zeekers only make a slot for flashlights? or can you have a walkie slot as well?

pale rampart
shell musk
magic nova
# pale rampart

||is it possible to get another slot for 2 items like flashlight and a walkie talkie?||

shell musk
#

||it will sometimes ignore the weight of the item inside of it||

pale rampart
magic nova
#

rip

shell musk
#

yes

pale rampart
#

oof

shell musk
visual quarry
#

I had noticed some flashlight funkiness with more than 1 in the inventory ||and that new slot as well||

shell musk
#

||not sure what causes it but it happens after a while when grabbing/dropping items||

dusty hill
pale rampart
#

doing more tests found this lol

dusty hill
#

😂 welp

pale rampart
#

I disabled the reserved slot, so it took the new vanilla slot

#

and with that, the thingy got... sideways

dusty hill
#

As for the functionality of the slot, I'm assuming it's completely separate from the player's inventory. It would be the easiest to implement it I assume

dusty hill
pale rampart
#

so maybe something is different there

stiff star
amber pawn
#

does vanilla tool slot take priority over reserved slots?

amber pawn
#

i wonder how this is gonna work

#

tool slot kinda messes up having slots for different types of tools right?

#

i mean i guess it could work as overflow but idk

pale rampart
#
  1. Reserved slot
#
  1. Vanilla Util slot
#

if there's not Reserved slot,it will be added to the util

amber pawn
#

ok

pale rampart
amber pawn
#

i guess it's a fine fallback for certain items you dont want to make slots for

spring crow
#

Even tho the game introduced your mod as built in (only the flashlight one), you're still a legend for making the best QoL mod for over 2 years @dusty hill

surreal sail
#

not just the flashlight

spring crow
#

Oh I know

#

I've only ever used Flips flashlight slot personally

#

Well I used a lot of his other mods but I'm talking for the inventory

#

Just having a designated flashlight slot was legit a game changer and if I could only use 1 mod for LC it would be that

grizzled pumice
#

So from what I gather here it seems like this mod is mostly working fine right? I have not done any testing myself. Will it be updated for v81 ?

#

this mod is better than the vanilla utility slot imo

still bay
#

Walkies and Flashlight will always be in my pack, they're practically essential items. The utility slot is great for other items, but really good with belt bags and jetpacks.

dusty hill
surreal sail
#

It does work, I would just turn these off for now since people seem to have a high chance of joining and seeing a floating reserved item otherwise

surreal sail
#

If Zeekerss decided 1 Utility Slot, it makes sense to only have 1 reserved slot

dusty hill
#

All right, I'm about to update my mods. I'm driving home right now, but could someone remind me what the issues are right now?

surreal sail
#

Just seems like people are likely to see floating reserved items when they join the lobby, if you have a tool in the new Utility Slot especially

pale rampart
# pale rampart well...

@dusty hill also this.
I think it happens when the vanilla util slot has an item that it's compatible with the reserved slot

#

oh, also!
Some items with anims like the Homemade Flashbang and the Flash grenade can't be rendered in hand when it's in the reserved slot (and also in view model with other mods using your API)

#

this is an older issue, but if you're fixing things, wanted to tell this here too :]

dusty hill
#

I'll pick this up tomorrow. I ran out of time, but also couldn't 100% verify that issue to fix yet. But I will have more time to look at it tomorrow

pale rampart
pale rampart
#

Sorry for bothering lol

#

Are there any news with this?

dusty hill
#

No 🙁 I will probably just have to wait until tomorrow or Saturday. Could I get confirmation again on what the issue was. I kind of played around with it the other day, probably very quickly, but I couldn't see what the actual problem was.

pale rampart
# dusty hill No 🙁 I will probably just have to wait until tomorrow or Saturday. Could I get ...

Issues with ReservedSlotCore (ReservedItemSlots)

  1. Players see floating reserved items when they join the lobby if you have a tool in the new v80 Utility Slot. (Reported by Lunxara)
  2. If you have a reserved slot locked (I mean that you didn't buy it yet when that option is active), if you pick a tool and it goes to the new v80 Utility Slot, the item appears with the wrong position (floating)
  3. If you set items that have player some special animation (only found with the flash grenade and the homemade flashbang) on a reserved slot, you configure it to being visible in your body with other mod that uses this Core as a dependency (ReservedJsonSlot), the items are visible in your body, but they are no longer visible when you hover it in your inventory and it's in your hand.
#

I can get videos reproducing the 2nd and 3rd bug

pale rampart
#

you know what...
I'll get some videos

chrome fiber
#

@dusty hill u gonna update more blood?

visual quarry
#

Still works outside of the footprint bug, which is patched by nichetweaks

surreal sail
#

@pale rampart The Floating Flashlight bug is easy to repro

#

Steps: Get a flashlight and have it enter the utility slot, have a client join after. Client sees floating Flashlight

#

Removing Reserved Slots fixes it

visual quarry
#

yeah i could do this, disabling the utility slot also '''' fixes '''' it (lol)

surreal sail
visual quarry
#

it would be better for me if the utility slot let me press F for the flashlight and if the button was just... not tab (this might be able to be changed, i never checked)

surreal sail
#

I set F for Flashlights and R for Walkies

visual quarry
#

does it do it for modded flashlights

surreal sail
#

It should yeah, although in my experience the Elite Flashlight is kinda broken on v80

visual quarry
#

whats up with the elite flashlight?

#

since i havent had any issues but i have thought of just doing my own one

surreal sail
visual quarry
#

really... interesting... i amp retty sure it is 1 to 1 with the normal flashlight but just blue with a bigger beam

surreal sail
#

May have been due to FlashlightToolLoader on v81 tbh

#

Yeah prolly is that

#

It prolly doesn't account for the new slot properly

#

@proud delta Any chance you could fix FlashlightToolLoader? KylieHeart

visual quarry
#

maybe... have not tried myself actually...

#

i LOVE flashlights !!!!!!

proud delta
visual quarry
cosmic marsh
#

Thank you

dusty hill
chrome fiber
dusty hill
pale rampart
dusty hill
#

Okay, 2 issues fixed in 2.0.55:

  1. Vanilla utility slot item now syncs properly. The items slot value for this is 50, so my mod probably figured it was a modded slot.

  2. Flashbang items now properly reenable their mesh when switching to it in your reserved items hotbar, if it's configured to appear on player while holstered. This issue was because the StunGrenadeItem class in the game's code was not calling the original EquipItem function from its base GrabbableObject class. This was making my hook fail. (it's possible there are other objects like this as well) @pale rampart If there are more issues, I'll look more tomorrow.

pale rampart
#

Gotcha, thanks!

proud delta
# surreal sail May have been due to FlashlightToolLoader on v81 tbh

Are you sure FTL is the problem? It all seems to be functioning fine for me. The only "issue" I found was using Imperium to spawn in an item that goes straight to a reserved slot throws an error but I don't think that's on my end (and it might not be consistent either). Picking up items normally seems consistently ok. Elite seemed ok, as did other modded and vanilla lights through both the JsonReservedSlots (what I mainly tested) and the ReservedFlashlightSlot (tested some but not as much).
Now, I patch into StartOfRound I'm pretty sure to kick off the whole process of identifying lights and whatnot so if something else broke StartOfRound first, it might've cascaded.

surreal sail
#

I would assume some compat for the slot might be needed but idk

proud delta
#

I'll check that

#

Seems ok. I feel like it shouldn't matter the slot tbh. All FTL does is reassign flashlight IDs and copy their light onto the player into the associated list index. I think the flashlight script just toggles the light based on index so unless the slot itself or some other mod changes how items get toggled on/off it shouldn't be an issue

#

used GeneralImprovements to bind flashlights to F

surreal sail
proud delta
#

could be. I thought of one more thing to check but I doubt it will be an issue. I'll check if the flashlights that are stored on the ship across saves get properly set back up. idk why that would've broken, but I'll check it

#

yeah that seems ok too ¯_(ツ)_/¯

pale rampart
#

pain too for homemade flashbang :,]

#

yes, I'm using the latest version

dusty hill
amber pawn
#

is it this mod or reserved json slots that has functionality for opening a reserved slot by pressing a key

#

i have reserved custom position set up to open the reserved slots by pressing 3-8 on my keyboard but is the functionality part of this mod or json slots

#

cus i'd like to request for the button theyre assigned to, to be shown on the hud for easier access

pale rampart
visual quarry
#

oh not that one no, misread

#

would still have this and i know why, i will check later

visual quarry
#

i take this back immediately

pale rampart
#

Lol

#

There's something weird