#Reserved Item Slots
6977 messages · Page 7 of 7 (latest)
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
To be honest, I always meant to do this, I just have not yet. I will look into it this weekend.
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!
THANK YOUUU
oh man i remember this LOL
huh
slots man ❤️
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?
i need MORE...
the caterpillar that was slots man cocooned and emerged as tulip man
20 scrap slots + a bunch of slots for tools n stuff. that's me in 1P mode
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?
Yes it is. I just changed my keybind to R ctrl and added it to my mouse so when ever I use it, it never types letters on the terminal.
reserved reserved item slots slot
config option for making reserved slot access a toggle instead of hold is now absent for some reason
@dusty hill any idea why?
Oh, it's now a keybind lol
Just bind the toggle one. Someone really wanted it, so I added separate keybinds
yeah, I checked the keybinds ingame and it's not there either. Do I HAVE to use InputUtils to see that?
One sec
this is all that's present for me
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
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.
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
Haha appreciate it 🙂
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
Granted that's probably just replacing the vanilla health/stamina UI, which is already forced ultrawide by LC Ultrawide itself so
Who knows LOL
Yeah, but I might as well take a peak to see if I can figure out if it helps. Hopefully!
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?
every1
ah neat, ty
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.
Have you tried this? https://thunderstore.io/c/lethal-company/p/Zel/ReservedFlashPlus/
Yes I did and it didn't do anything.
Still same effect when not holding it directly in your hands, the beam light turns to a pro flashlight.
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.
Have you tried using the ultra flashlight without the reserved mods? I want to say in the vanilla code, if you put a flashlight away, it uses your shoulder light, or maybe it's your helmet light. I was wondering if you test the ultra flashlight to see if it works as you expect without my mods enabled.
No I haven't tried it yet.
I chose not to sacrifice your mod for the flashlight.
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. 😦
This explains a lot
It is not a reservedslot problem, because even having it in the vanilla inventory, but not in hand, the error occurs
Ah well that definitely explains it. Hopefully we get a fix for it cause it's a really nice upgrade from the pro.
Thank you Moroxide
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
Do it manually vía reserved slot
I did that for the utility belt
ill just do this and make it so you shotgun and stuff dont go in the slot
hello, any way to make this compatible with usualscrap/immersivescrap items?
id like to be able to use the lamp/crowbar and stuff
with the reserved slots
you have to set it up manually via the cfg of this mod
with this
can i make it so x weapon can use the weapon slot/lamp slot?
you have to config it
If you want to add weapons to the reserved weapon slot, you need to go into the reserved weapon slot mod config, and add the item names there.
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
Nice API btw, was pretty easy to use! :)
which?
additional melee weapon in slot
add there the name of the weapons of usualscrap/immersivescrap
how do you suggest i can fix the names?
find*
I recommend using this mode and spawn all the items
https://thunderstore.io/c/lethal-company/p/megumin/LethalDevMode/
i use imperium
is that ok?
also how do i type it in?
weapon name space weapon name space?
thank you
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.
It would be great if everything was in one place
is there a way to disable the laser pointer going into the flashlight slot?
I guess by manually making a custom slot that only allows flashlights?
config
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
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
Oh that's true, sorry I'm dumb xD Thank you for the answer !
it was in the ReservedFlashlightSlot config but it was removed in a recent version
I will actually be editing this mod soon to allow removing that item from the reserved slot.
I thought I did this already, but I guess not?
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.
Occasionally it might take more than just adding the item to the core to get certain items to function properly, I tried adding a reserved slot for the Medkit from HealthyCompany but it didn't go so well, but a mod could be made for it to work I guess
Was the medkit just not being added to the slot? And you were using the item's display name, as it would appear in game?
Yeah, it was one of the reasons I didn't want to make an official API for the mod, but I did want other developers to add their custom items to existing slots. It is what it is lol
Medkit was going into the slot but i couldnt use the scroll wheel to cycle between the reserved slots, im pretty sure that was the issue
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.
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
It's been fine for us, is this an issue after the new update?
@dusty hill Did you unintentionally break something?
😦
Maybe?
I saw someone also report an issue in the Hotbarplus thread that I imagine started after the latest HBP update lol
If not that maybe the new BagConfig update
no
Cus we've done several recent streams with it in a reserved slot with no issues
I mean all 3 mods updated recently, so it's important to double check
I have
And it happens even with the previous versions?
In that case I wonder what mod you have that we don't 🤔
Forgot to try
Ah
2.0.35 doesn't work

Any errors in your logs?
I am simply just stupid
LMAOO
I forgot if there's multiple slots, if only 1 of them has an item you can't scroll
intelligence
So false alarm? 😅
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
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.
nvm figured out now.
@dusty hill we are having an issue where players are dropping their whole inventory when they pick up the max amount of items (5)
it then says player ran out of inventory space
Does all of the main inventory have to be filled up? Or only the reserved item slots?
I think its all right now. I have it set to unlock them in shop
So we only have key flashlight and walkie unlocked plus 1 inventory slot and all are filled.
only two players are encountering it
Is this 4 slots, or 5? Key, flashlight, walkie, and a regular slot?
And when they pick up the 5th item, they drop their whole inventory?
And it doesn't matter if the 5th item is a reserved item or not?
Does this happen with the host, too?
Yes when they pick up the 5th item it happens.
so far it seems tied to maybe the reserved walkie
ok its mainly when they fill every slot.
its not happening to the host me.
Its only 2 of our 7 players
currently streaming it now too.
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
0191de2f-da59-b486-d72b-04f9475de1de
Ok it is happening to others now.
it happens to clients not host.
But yeah to clarify We purchased a 5th slot and purchased Flashlight Walkie and Key. 8 slots. when all filled it happens.
Gonna test what happens when we get more slots unlocks.
Are you also purchasing slots with HotbarPlus, or no? Just double checking haha
Yes with HotbarPlus
thats how we got the inventory slot
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?
We had walkie slot Flashlight Slot and Key Slot purchased.
and hotbarplus slot
so in total 8 slots
Any luck finding anything?
@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.
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
No, I had to head to bed. What was the order that you bought the slots in? If you remember
No I don't.
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.
Okay, thanks! I'll try to test this when I have a moment to breathe from work and life haha
I was able to replicate it this time. Let me look into why. I do see the error with LobbyControl stating that inventory is out of space, so I'm not sure if that's causing the issue, but I'mma investigate
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
Oh interesting!
Thanks Flip for looking into this.
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 🙂
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
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!
Omg Awesome! The ability to add all of those as upgrades make our run so much better. It allows us to feel like we are leveling up! If the update drops before my lobby starts I will def change everything up to test it out.
You’re amazing! Thanks for finding the issue!
You're welcome!
Were you also running into this same issue?
I’m part of Glitch’s crew so yes it was happening to me that night in the lobby.
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?
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
Normally, you would add the name of the item as it appears in the game to that part of the config file. Not the id, so if the item name has space is, you should add spaces to it in the config
ah sweet as a nut, cheers. i'll boot up in a bit an note that down. see if it sorts the issue 😄
Shotgun+ is what you need to white-list. They added a plus to the end of it to separate it from vanilla shotgun.
thank you. that worked a treat, Shell+ was needed for the ammo slot too. at least its in now 😄
You can also add a 2nd ammo slot too!
Ammo doesn't stack so I do 2 slots for 2 extra shells.
yeah thas my next test. looking for the best way to either remove or fade the chat over time
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.
for when audio goes messy an ya can type in "no mic" or something
There's a toggle mute mod
Where M just mutes or unmutes.
Also Weapon slot comes with a unique key bind T
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?
ooh thas an interesting one.
im about to make a modpack 1.5 for my mates. will beta it for them now though haha
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.
thas insane haha
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.
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?
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
Yeah it works fine. Combo with GI and you can use the key without pulling it out.
GI?
General Improvements
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?
HideFocusHotbarTooltip should allow you to get rid of the text.
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.
Is that a config setting somewhere?
Or a mod?
Config setting in ReservedItemSlotCore.
Oh.. I missed it even though I attentively looked at all the config settings, thank you very much
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.
also cant pick up items into the belt bag if its in the reserved slot
You need to press the assigned key button to switch to your reserved items to use the belt back. If its actually not working then there is a mod conflicting. We use all reserved slots.
Next question is are you using someone elses reserved belt bag slot or did you whitelist it into Utility slot?
would be nice, but tbh not really that needed. You can just type it out without having to open the reserved menu
I just jump on terminal and type Reserved Flashlight then it takes me right to confirmation screen. Super quick and easy.
You don't even need to go into it.
How so?
Here I thought you were gonna have a bug report lol
You said it messes with terminal stuff so I assumed a bug
lol
How often do you actually open that menu?
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.
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.
Im using Beltbag json reserved slots but it dosnt let me sell the items out of my utility slot ether
why are you selling items from your utility slot? scrap doesn't go in there.
Also I would recommend whitelisting Belt Bag into Ulitity configs instead.
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.
just gotta type Belt bag bag has to be a lowercase b
i will try
I will need to look at your mod pack cause you have something just not working right.
Also why are weapons in utility slot???? Do you not use the weapon slot???
not in utility slot it wont sell from any reserved slot
Oh gotcha. I misunderstood.
np your good
some suggestions. Use Sell My Scrap mod.
and if you use Ship inventory the two work together.
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.
this will not only solve your one problem but add a very easy and convient system to your ship for selling.
and storing
thx for the idea
np. Trust me its so nice. You do not need to travel back and forth to sell.
I can hop into a vc if you want some help looking over your mod pack and fixing the belt bag issue too
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.
try creating the reserved utility slot by yourself with the cfg of reserved slot
I did that
oh the CustomReservedItemSlot? would you happen to have a config to share for all tools?
Does it not let you buy the utility slot?
no i tried reserved utility, reserved utility slot and some others i tried to think
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.
Sorry for the late response. Num utility slots needs to be 1 or higher. They will still need to be purchased, though!
The num utility slots is the amount that the mod will let you buy if you have purchasing slots enabled
Ah I see. Is there also a way to have 1 slot at spawn and be able to purchase more of them with money?
I would probably recommend what Spookoxide said #1177039162428366848 message
Probably create a custom slot that's free, and keep the utility slot to purchasable.
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 :/
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.
I'll be doing a 1 item slot lobby with the group next saturday 
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
i should have it enabled
found the setting
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.
You added them to a custom slot? Did you add them their display name? It would be the name of the item as you see it in game, so maybe "Air horn" and "Clown horn", but I'm not 100% sure since I can't check.
You could also send me a screenshot of the configs you set.
I’ll be able to send it tomorrow, is that ok?
Yeah, that's fine. I'm going to bed right now anyways
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.
yeah i tried it that way initially, but then changed it to that one to see if that would work
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.
I pushed the fix out, btw
Alright thank you!
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?
Only the host needs to set the items. All slots that the host has will sync to all other players.
im not seeing any issues. both are fully updated on my end and function just fine
This case just considers LGU patching before Reserved.
I don't know if your case has Reserved patching before LGU.
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
That's not a bug
It's intended compat for masked if you use a mod that makes them mimic players
You could have even read the description before thinking this was a bug
How do I fix it then? Watch the video, this shouldn't be happening
IT
IS
NOT
A
BUG
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
As I said
Read the description
It's
INTENDED
It should not show the flashlight, just like the other players, it should only show the light from the flashlight if it is on.This makes them very easy to distinguish
For other players flashlight does not show, but only the light from it, so it should be, but in mimic is completely different for some reason for some reason
That's based on the state of the light when it spawns
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
It syncs up with how the person's stuff is when it spawns in
Idk why you're so hell bent on thinking it's a bug

Yes, that's it, thanks, I was just confused by the odd placement of the item - on the mimic's shoulder.
that's how the flashlight appears on everyone w reserved slots while they don't have it selected
Hello!
Sorry for bothering again.
Is there any news for the fast hotkey for reserved slot like the weapon slot?
I think adding one for the walkie for fast turn on would be good
@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?
What do you mean by works immediately?
Immediately
Damn translator
In terms of the fact that scrolling the mouse wheel does not work sometimes
In principle, this is not so critical, but some still use scrolling rather than shortcut keys 1-8
I'm not 100% sure. The vanilla game still does handle the scrolling, but I do reset some delays so you can swap item slots faster. It's kinda hard to tell unless you can easily replicate it and let me know how I can replicate it.
Hm
Well, I'm not playing right now, just streamers and other players are testing the build with this mod
So it seems mostly random? Any pattern, or way that you can easily replicate it?
GI has a function - shifting items to the left when you reset
Very convenient, perhaps because of it sometimes scrolling does not work
In general, it may be random, sometimes you wait 2-4 seconds and can scroll again
In principle, this is generally uncritical
It's just that old Vanilla players who have lived their whole lives on the spinning wheel are surprised
That’s why I decided to ask here, what if something conflicts or has it always been like this 
Is it possible to somehow make the inscription “HANDS FULL” a little higher? or add config to display HUD settings @dusty hill
Is the hands full from the vanilla game, or does another mod add that?
from vanilla
that's all hotbarplus
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
Hmm, why would the vanilla game put the hands full label behind the hotbars?
I couldn’t read it because the inscription doesn’t catch my eye
I don't even remember
it's always been like this
or not...
I'll check now
Well, yes, in vanilla too @dusty hill
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.
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
Hmm. Do you have other mod that might alter/modify the player's hotbar?
Maybe there was some strange combination with a purchased hotbar and reserved item slot. I feel like I would have heard about this before, though. I'll definitely take a look at this this weekend, though. Thanks for letting me know!
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!
im glad you found the issue c: thank you for fixing it!
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.
Kind of completely out of scope for this mod, don't you think?
you should check out https://discordapp.com/channels/1168655651455639582/1240985198485573743
But it still supports mimic slots and adds a fake item - a flashlight
It doesn't add items
yes it doesnt but steals them. have the illusion of mimic having them
Honestly, I haven't noticed mimics stealing anything. I just gave it up until the mimics stabilize.
It mirrors feature it adds for players. Mimics holding something in their hands has no relation to reserved slots whatsoever.
they steal from my experience tho
my only problem from the mod are masked being stuck randomly and they lag the game
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.
i mean with Lethal Intelligence, mimics steal items like walkie and holds them. sorry for confusion
@dusty hill
Sorry I have been out of the game for awhile. Why was "let me look down" discontinued?
Game update or something?
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
how many degrees is letmelookdown?
@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 
I support this idea, I made a similar suggestion to get the hotkey for items for easy access like the ReservedWeaponSlot.
So, for some cases, you would need 2 hotkeys, or the use of shift to:
- Use the item without having it in your hand
- Automatically hold the item
Would this just be for consolidating the keybinds for the reserved item slots in something like inpututils?
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.
Being able to configure the bindings in something like InputUtils yeah
The last part about the hotkey to the exact slot would be great!
Shouldn't the flashlight and walkie controls be configurable in inpututils already? They're probably under their own mod though instead of the core.
Yeah currently they're under their own mod lol
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

How can I add reserve slots to the left like that standalone key mod instead of adding them to the right?
Give the slot a negative priority
Thank you :) 
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)```
Ah, when I first added this, I think it was before I added API support, so I think I assumed the only flashlights would be the vanilla ones.
And yes, I believe it is erroring on line 134.
I'll get this fixed, but thanks for letting me know!
🤔
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
Btw are you still gonna implement the option to setup the bindings for Flashlights and Walkies into the Core mod? Like F to toggle the Flashlight and R to toggle Walkies? ;o
Hey! After the update, I'm getting an issue with the reserved items when you don't have the reserve slot purchased
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
Yeah, probably. There's a few ways that I would do it, but I'm undecided right now on which.
Interesting. I must have broken something. I wonder what it is. I will try to take a look at it as soon as I can
Can confirm the issue is this mod
I made a profile with only these mods and another mod that adds more credits for testing
Here's the video explaining this bug
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
The bug seems to be with the ReservedFlashlightSlot mod itself at least
I use Jacob's mod to have the Reserved Slots and the bug isn't happening with just the Core present
yeah, the only mod affected is that one
Yeah it would be an issue on Flip's end, he probably accidentally changed the Flashlight to be tied to the hand bone for whatever reason
You should be able to just downgrade ReservedFlashlightSlot for now
I am tempted to say it might actually be core as the root of the issue
Whereas the flashlight update is just:
It's not Core cus my Json for ReservedFlashlightSlot is fine
Ah
I will be looking at this when I get home from work
Yeah, that's the weird part. I don't think I should have touched that, because I never had a reason to. It just makes me all the more curious on what I actually did lol
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.
so was it core or just flashlight?
Just flashlight
thanks. i'll downgrade til fix
Yay
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
You're Welcome ^^
Now I just hope to see you integrate setting up bindings for Walkies and Flashlights into the Core mod lol
Does ReservedFlashlightSlot turn off all other flashlights when you turn a new one on if youre carrying multiple? Noticed this was different from vanilla
GeneralImprovements does that, idk if reserved does that too
Yes, I believe the reserved flashlight mod will do this.
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.
You still never fixed the Laser Pointer turning off flashlights btw 😂
Ah, you're right. I guess I didn't add it to my todo list, because I forgot all about it. Maybe this weekend lol
being able to change the reserved slot color would be nice
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?
I've wanted to, but there's just a few things to consider with how this mod currently functions. I'd have to implement custom logic for swapping to the slots by scrolling and syncing this action, since my mod doesn't currently support that, and wouldn't handle it well right out of the box. But I may be over thinking this.
I'll take a look at this today to what this will entail.
@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
You scroll with the joystick to access more slots, when using hotbar plus for example it works perfectly fine as the normal mouse scroll wheel can access it
just adding the ability to scroll to the extra ones instead of needing to hold alt would be awesome
Does this mod require everyone to have LCVR, even the players that aren't running it?
I’m pretty sure it does, everyone is required to have it iirc but only actual vr users are affected by the control changes
Okay, good to know. Thanks!
np, if you need help testing a VR version just ping me and I'm down to give it a shot
@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?
Alright thanks! I'm giving it a shot rn
I'll let you know if I run into any issues
It should definitely work fine in singleplayer (I think), but it's also be nice to know if it works fine with other players if you get the chance
I'll see if I can give it a shot, I might be able to wrangle some people to test with me
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 😭
Interesting. Did you have HotbarPlus enabled? I guess I had it enabled, but unsure if that was conflicting since I didn't test without it.
I do have HotbarPlus enabled
no additional slots atm, just a base of 4 but it was active
should I attempt without it?
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
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
Yeah, I can do that. It's still working fine for me.
Did it ever let you swap to those slots or no? Or was it basically every time you tried, it would revert?
it would sometimes once in a blue moon allow me to swap but then I would get stuck on whatever slot it landed on
I managed to get to the flashlight in the reserved slot but then I was stuck on it similar to the normal hotbar
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!
Alright sounds awesome! good luck fixing the issue
Yes, it is. I had a typo that accidentally prevented this if you didn't have LCVR. This will be fixed soon
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.
https://i.gyazo.com/238d998cc3df35acd6d56084fa8ef882.png the uh... nonskipping is still there >.<
^was makin sure the mod was up to date
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
@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!
Yeah thats 2.0.46 😭
unsure why its still happening
Okay, thanks for letting me know. And this was for sure on 2.0.46? It's possible I had a dumb moment, but I could have sworn that was working when I uploaded that version. I'll take a look at that tomorrow morning though.
yessir it was, and shit happens
@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!
@broken turret I think I pinned the issue down. Could you try this when you get the chance? Thanks!
Absolutely, give me about an hour to finish something up and I'll give it a shot!
You're all good!
Works great!
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
@dusty hill just finished testing multiplayer, absolutely no issues at all!
unless something else comes up it works perfectly fine now
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?
Yes, that's fixed now. I will be pushing that update out soon
and thanks @broken turret for the testing!
It's not fixed for me
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
Unhiding them reveals why
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
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
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
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
Uhm...
I'm not having that issue and I have the buyable slots and invisible slots.
I've been playing with a friend and none of us had that issue
have you tried re-installing the mod?
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?
or at least that was my test yesterday on the v2.0.46
hmm...
Yesterday I only bought the reserved flashlight
so maybe it's that
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)
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 >.<
i doubt that would change much if the right dll was uploaded.
assuming changes are made in the code, and the version is updated last.. and the version of the DLL uploaded matches the new version number that was the last change made.. then im not sure what can prevent the change going back xD
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
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 😂
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
alrighty
I noticed that switching from walkie slot to utility, it gives the utility slot item additional tooltip as if it's also a walkie
@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
What patch are you referring to?
Might not have been you this time it seemed to have been the rotation fix in ScienceBird Tweaks lol
that one you recently removed cus of the errors
Lol
Oh, gotcha lol. No worries then
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.
I haven't played in like a month but I remember both mods working fine together before. The slots were getting hidden correctly.
I played in both VR and Flat and didn't notice any issue with Reserved Slots
Even though you had to press a key to toggle the reserved slots? The compatibility patch was basically to allow scrolling to it without needing to press a key, but that required the extra tweaks. I guess I'm not sure how you were swapping to the reserved item slots in VR mode
would it be possible for this mod to allow the reserved slots to be a different size than normal hotbar?
Isn't that already a config option?
I think by default it follows HotBarPlus but you can disable that
It changes size of every slot
Not just reserved slots
And my searching through core and hotbarplus didn't show a config for thay
Yeah, I can't remember, but I might not have support for changing just the reserved pop bar slots size. I can take a look sometime this weekend and see if I can get that added.
Probably misremembering
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
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
Probably ModelReplacementAPI since Reserved Slots haven't updated in a bit
And no reports were made til now as well
there's also the possible case where reserved may need to catch up to be compatible. just covering both sides of the coin
True
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:
wait until public release
He's gonna be publically releasing it soon so
I'm doing all the testing and stuff now
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
Oh, is the main game on v70? Or is it a beta version? I'll test this soon
Beta one but it will probably be the same on the main V70 since Zeekerss is pushing it to main after he finishes the change log
Probably a huge list of changes I bet
Its not THAT big
Biggest update he's pushed in a while though for sure
with lots of optimizations and code cleanup
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!
Playing Vanilla the game ran noticeably smoother and the post processing seems to have been redone
Yw ^^
Idk if HotbarPlus will also need updated I only saw the error originate from Reserved
wait actually
i did notice game runs at 120 smooth now (which i havent got in a while)
Yeah he did a lot of under the hood changes
the post processing filter looks different too
I noticed it almost immediately
on just the ship cam or whole game
nvm 1a3 updated their changelog
What is softmasking? Is that a mod?
Whole game, when checking out the updated Adamance I noticed some things looked a bit more detailed and grainy but part of that is also just the visual revamp prob
Technically, that log showed errors from Softmasking, not reservved
I think it might be a new ui thing
idk
But it throws after Reserved loads
Which is weird
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
Interesting I wonder what Soft Masking is then
OH
🤔
@manic lion Gonna post the log here
?
The soft masking error
idk what soft masking is
same
never herad of that mod
I think it's a unity thing with ui stuff.
Chat gpt
Edit: Removed the last bit as it could have been misleading.
it could be, there were some visual changes this update
is that applying for the compass?
If I could get a lobby to load without it crashing
Maybe I can get a more descriptive error
The errors are cus something is breaking the compass
Whatever is causing this is also breaking ReservedItemSlots
@dusty hill Sending this client log your way, there appear to be some errors in there from ReservedItemSlots
☠️ an example
I've seen so many NRE's
I'm not really sure. When did this start happening?
I've looked in here a bit, but I'm not certain yet on where it's breaking.
Gimme a bit
I only noticed it today cus we kept having some funny issues of people getting Infinity or NaN dropped through the world at the company and I asked for a client log to see if anything specific stood out
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
@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
Yeah there were some other odd stack traces in there too
A good chunk from CustomStoryLogs so I downgraded that to 1.4.6
I'mma push an update soon with more verbose logs around the areas where I saw errors.
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.
Okay sweet, thanks for letting me know! I will get that fixed later today
Oh, so the 1.4.0 hasn't been pushed yet? Do you have a timeframe for that so I can reference the new dll when it's ready?
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)
@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
@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
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.
How many people were you playing with @surreal sail
We had around 8 or 9 people today
[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
Something with MoreCompany maybe?
I wouldn't think so. I thought maybe an error happened from some mod around here.
I'mma keep looking
Possible
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
You think it could be something from Additional Networking?
Not sure. Let me keep looking again
01979001-bd69-36f5-6a3d-2a26cbadd468 You're free to look at the pack and see if anything stands out
is this he profile where your getting the NaN's? I am getting the same last night, but, seemingly once items were placed in cabinets and people rejoined/joined late, so doing some investigating.
1.4.0 has been released (though it's taking a quadrillion years to show up in launchers) so these changes are now live
Sorry, just saw this. Thanks for letting me know. I'll get the references updated now.
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.
I've never had this issue
Also haven't had this, it's something with your pack I feel
Do you have anything altering the flashbangs somehow?
It's a known bug.
It happens with the ReservedJsonSlot, Don't know if it happens with the normal ReservedSlot
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
The UI is a weird Issue, I was not able to reproduce it
the other 2 issues were something happened to me personally
And the last one is a known bug on my mod
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
lol
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
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.
here is the mod list (01996a91-c430-0ed9-7fa4-8c3baac8043f), but this happened after many games, everyone's inventories started breaking one by one for some reason, they did not even pick anything, I would say it is maybe cause of some incompatibility with something else, if this doesn't happen to others I would think it was not related to your mod than
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?
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"
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
Hey @dusty hill sorry for pinging again.
hope someday we could fix this :,]
It's prolly low on the priority list since it's a rare and minor issue
yeah, at least there is the list of issues we've found
@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
01125
Wha?
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
if possible this too 🥹
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.
Lmao, sleep typing or butt dial prob
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.
The issue Moroxide keeps mentioning really doesn't need to be a priority imo
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
Agreed, those are small details. Most of them can be on lower priority.
However, I consider the rendering of objects that can appear and disappear when placed in your reserved slot to be more important when you have a mod that adds it, for example mine which is customposition.
I sent a list of issues I've found or some people reported on my group
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
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
That doesn't happen for me odd
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
Or the wallet from CodeRebirth, that it's still visible on your camera view when it's on the reserved slot.
Odd
Even if it's not selected (on your hand)
Wallet has been fine for me
Wait were you trying to foce visibility for the Wallet?
Huh
Let me rephrase it, sorry
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
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.)
Can you check my mod? The ReservedCustomPosition?
If you have any free time ofc
I actually use a handful of your jsons from that
but never overrid the belt bag and wallet
lol
I don't think a mod changes something in that
Besides mine
So idk :']
Btw @dusty hill I think BetterStamina may also need a recomp
it seems like it's not fully functioning
Doesn't error though
Okay it's just this setting that is really buggy on v73 it seems
@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?
the game crashes when I land the ship with TME yeah
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
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.
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?
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.
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
Can you try recomping TME and sending me a dll to test? Cus everything works fine if I don't enable it
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
Yeah, one sec
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
If you want it. Just recompiled atm
Oh but uh
Interesting. I wonder what exactly is causing it
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
Recomp fixed the crash when exiting to menu on a moon so I would push the update just to fix that
I let the Sponge dev know to recomp Sponge
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. 🙁
There have def been a few oddities with the new update
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
Oh yeah @pale rampart Since you're here, is Lega planning to update The Doctor?
yup
Okay cool lol, cus I like him
literally texted him day one
So hopefully he updates him soon
@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
what mod is that?
LethalSponge's update
I don't think I reference HDRP. I could be wrong. I will double check later. Did you test the new sponge update with TME yet?
I lied. I do. I'll get that updated when I zip the recomp up
Oh yeah did you figure out the Reserved Item Slot issue btw? You said it had to do with a slight networking change right?
huh, I didn't know they patched hdrp
or I forgor if I did know
@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.
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
Interesting. Well, I can take a look into that sometime. Thanks for letting me know!
all i can say is it isn't affected by LethalElements + Terramesh(dependency) or Lethal Sponge
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
Sorry, I was going to look today, but forgot. I'll check the logs out tomorrow!
no worries, im not even sure its your mod causing the disconnect, but they have log spam errors from your mod when they disconnect or so it seemed.
i'll take 10 more slots from RISC please 
small teaser of something :]
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
thanks for making the ReservedItemSlotCore at first place, without that, this wouldn't be possible
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.
We would love it!
But of course, do it when you're available and when you feel like it.
We don't want to rush no one on something they don't like to do :]
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
I believe if all your inventory slots are full you cant pull out your phone. Need 1 free slot cause it acts like a held item. I dont believe reserved slots mess with it unless you add the lethal phone to be in that slot.
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
It's like it's trying to swap to the phone but go back to nothing so you have to drop the reserved items to get it out
That doesn't sound right. Could potentionally be a Lethal Phones issue too. Would have to look over your mod pack.
@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.
I want to say that it should work fine. I'm not 100% confident though. I don't remember exactly how this was set up off the top of my head.
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.
You can always just back up the save first, then try it
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
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.
my bad I forgot to post an update on this. it turns out it was the LCStats mod (a remake of lethalprogression) which I saw was listed as a mod that causes conflictions with reserved slots.
No worries, glad you got it figured out!
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)
did zeekers only make a slot for flashlights? or can you have a walkie slot as well?
[Spoilers]
||The new Slot can be used on (it seems) any tools except shovels||
||the new slot is kinda bugged||
||is it possible to get another slot for 2 items like flashlight and a walkie talkie?||
||it will sometimes ignore the weight of the item inside of it||
no
the vanilla one?
rip
yes
oof
||i started at 5lb but then it gets set to 0 despite still having the flash light||
I had noticed some flashlight funkiness with more than 1 in the inventory ||and that new slot as well||
||not sure what causes it but it happens after a while when grabbing/dropping items||
So you're telling me that zeekers added a utility slot for tool items and my mod doesn't complain one bit??
well...
doing more tests found this lol
😂 welp
I disabled the reserved slot, so it took the new vanilla slot
and with that, the thingy got... sideways
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
Interesting. I wonder what happened there
no idea, at least it only happens when the item is in the new util slot, not when it's in the normal slot nor the modded reserved slot
so maybe something is different there
to be fair this is clarified in the patch notes
does vanilla tool slot take priority over reserved slots?
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
nah
- Reserved slot
- Vanilla Util slot
if there's not Reserved slot,it will be added to the util
ok
altough, there may be some issues
i guess it's a fine fallback for certain items you dont want to make slots for
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
The Utility Slot works with all tools except the Shovel
not just the flashlight
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
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
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.
Yes, I will. Hopefully update this mod soon.
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
Hear me out: Vanilla Utility Slot for Flashlight, LethalPhones to replace Walkies and then 1 Reserved Slot for Shovels, keys, and Lockpickers
If Zeekerss decided 1 Utility Slot, it makes sense to only have 1 reserved slot
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?
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
@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 :]
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
gotcha, thanks for fixing these bugs :]
Hello!
Sorry for bothering lol
Are there any news with this?
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.
Issues with ReservedSlotCore (ReservedItemSlots)
- Players see floating reserved items when they join the lobby if you have a tool in the new v80 Utility Slot. (Reported by Lunxara)
- 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)
- 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
@dusty hill u gonna update more blood?
Still works outside of the footprint bug, which is patched by nichetweaks
@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
yeah i could do this, disabling the utility slot also '''' fixes '''' it (lol)
I prefer having the new Utility Slot honestly lol
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)
General Improvements lets you set bindings
I set F for Flashlights and R for Walkies
does it do it for modded flashlights
It should yeah, although in my experience the Elite Flashlight is kinda broken on v80
oh thats good, sory i missed this
whats up with the elite flashlight?
since i havent had any issues but i have thought of just doing my own one
First time I toggled it with F it threw some PlayerControllerB errors every frame
really... interesting... i amp retty sure it is 1 to 1 with the normal flashlight but just blue with a bigger beam
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? 
Oh the new slot. I forgot about that. I had assumed it was still fine but it probably is broken then. I’ll try to fix it as soon as possible. I don’t know when exactly that will be, but I’ll add it to the list
How do you disable it?
nichetweaks
Does more blood have issues or not work?
I bled a lot last time i tried so im a bit nervous but ill try again and lyk
Hmm, I loaded in while slots were purchasable. I did not have the flashlight slot purchased yet. When I picked up a flashlight, it went to my utility slot, and my character was holding it correctly. I could try debugging some more. Do you know if this happened with everyone?
Hmm...
Maybe it's our mod.
@visual quarry and I made a mod which shows the tool on our body as if it were in the reserved slot without the need for it to be there. It is possible that this part of trying to load it into the body, but being in the vanilla Utility slot, generates the bug.
Okay, 2 issues fixed in 2.0.55:
-
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.
-
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.
Gotcha, thanks!
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.
The first time I toggled an Elite flashlight with the binding when it was in the Vanilla Utility Slot it did give PlayerControllerB errors every frame lol
I would assume some compat for the slot might be needed but idk
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
It's possible it was some interaction when having it paired with the previous ReservedItemSlotCore build since it wasn't playing too nicely with the Utility Slot
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)_/¯
pain :,]
pain too for homemade flashbang :,]
yes, I'm using the latest version
Uh, when I get home, I can check that my change is actually made it through. Because I'm pretty sure it was working when they uploaded it.
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
@visual quarry just to let you know if you have ant chance to check the point 2.
In theory on Reserved Slot Core it got fixed, but it's still happening somehow with our mods.
i fixed it today and updated
oh not that one no, misread
would still have this and i know why, i will check later
seems to not be happening with our mod
i take this back immediately

