#Ship Inventory
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np :3
i just noticed the localization file has been added š š
You just had to look in your mod manager -^-
also, for people interested into adding new language, note that you will need to update them yourself. I don't speak all languages -.-
yeah i did get the file from my mod manager, but ive made changes
did you mean to remove the check that disables the "retrieve x" cursors when the inventory is empty?
No, but I'm aware I did
Like it should be there, but I just didn't add it back
but only Retrieve Random crashes so
ok, good to know, thanks!
so... all the stuff in my chute disappeared? went to retrieve it all, nothing showed up. went to retrieve by type and it was completely empty
Hi, anyone that uses the widershipmod can now use the inventory too. I will soon add support for the 2 story ship mod. Right now this fix isnt release but will be today!
2 story ship actually already works with ship inventory
oh does it
yeah its fine where it is
hm ok i didnt think so because i had my mod on from before which changed its pos
i was gonna put it there
if you want to do that thats fine but the chute is fine where it is
ok ill just leave it
actually ill just change its position / not so people dont have to take the mod off if they switch
for ease of access i guess
here?
or am i bugged
yeah
i use lethalpipe removal so that isnt there for me
im not sure about it clipping
its kind of required to make the 2 story ship not look weird
Did you die? I'm looking at the code with your log and it seems the inventory got wiped
ill just move it to there i guess.
once, at the very beginning because of an angry shrimp. played 3 rounds total.
Oh okay so I probably looked at the wrong entry then
#1289581619107332197 : This is for anyone using #1279117315941732443 or #1289403092307279907
what do you guys think of this "keep inventory" section?
Could try this format?
Keep inventory:
> On crew wipes: No
> When fired : No
its cause in the first iteration, the labels were so long, i right aligned everything along the colons
but it was too long, and then i forgot to put it back
aside from the alignment issue in the left one, this is what it might look like with and without the >
Looks better with the >. The other one looks more like a formatting error
my one thought is that the > in lethal company usually indicates something the user can do/interact with, such as these
hmm
Could try to use some of this to create a "hierarchy"?
https://en.wikipedia.org/wiki/Box-drawing_characters
Not sure which characters are valid in LC tho
yeah i can give it a shot
you can still add commits even if the PR is created
i was gonna keep it separate as this is kinda moving away from ux and more just adding something that wasnt there
fair lol
oh cool, these characters do draw in lc. come to think of it, the same characters, just lower in the table, are used to draw the BoxedScreen in ITAPI
Having the same issue on a fresh save. Team wipe on day 2 and then found the inventory to be empty after going to the company building. Can send logs, but the jailcell mod has spammed them quite badly
Do you have do you have the above? ^
(minimusubi) it auto replied when I remixed so itās not for you soz
I havnt used this mod yet but I assume you need to have this enabled
in order to have the inventory saved, yes
To be clear: we died on day two and the inventory wiped (as it should). We played out day three successfully and then went to the company building to sell. Upon landing we found everything we found on day 3 was not in the inventory- nothing was. We tried putting some junk on hand in the chute and leaving the company building and found that it had wiped the inventory immediately upon getting in to orbit
hmm
Yeah this is something for the OP as I assume this is a bug
We just updated the mod from the last most-recent version and started new saves (all slots were cleared prior to starting)
Looking at the logs in this post, it seems that it runs the function to clear the ship every day?
yeah thats what I thought
I'm definitely not code savvy and I hope this isn't presumptuous, but could you have made it only save if the "save on wipe" was set to true and just delete otherwise by accident?
its either super easy to fix or super hard
Itās normally easy fix but hard to think about
yep its easy
Hoping it isn't a whole ordeal
it does indeed clear every day
Btw if there are any mods that this mod is in a wrong position for Iām happy to update the mod I made #1289581619107332197 just contact me. So you donāt have to do the hassle as I already made the basic logic
hmm ig its easier than making the chute movable
Well if you want to do that itās fine
Just giving the option in case you didnāt want to code each part for each mod
It would probably have desync issues too being movable
yeah no I'm not touching the movables again
1.1.3 has been the shortest version to have ever lived: 36 minutes
Thanks for the quick responses! Really enjoy the mod- was sad it wasn't working for a bit
1.1.3/1.1.4 added:
- The new UI for the terminal
- Some new configs for the terminal
- Some bug fixes
- Made the texts more polite
Well so far the only two mods that I know about with position issues were #1279117315941732443 and #1289403092307279907 so shouldnāt need to change much for long
one of the bug fixes happen to patch the chute auto clearing for unknown reasons? :3
thanks! š
does the ship inventory have sync with clients now?
?
Hello, found a bug
If you set the inventory size limit to 1, and you place a dead body in it, then leave the planet so the person respawns, it gets stuck since the body is still "in" there but attempting to "retrieve" it does nothing
Unsure if reloading the save fixes it
Is the player getting stuck while respawning or is the body getting stuck while retrieving it?
#1269100547147829298 message
versions above 1.1.2 breaks selene's choice
The body
It basically jams up the ShipInventory so you can't place another item in it, since you cant take the body out
Oh yeah this is fix (i think). Never really had the problem tho
Hmm ok yeah its just a problem where the player shouldn't put bodies in there
Yeah, i think just disabling putting bodies in there fixes the issue
Its a stupid thing to do but i know some who will do it on purpose 
Or out of curiosity i suppose
The worst part about this is that this bug came out of another bug fix
Easy to fix nevertheless
Note to self: dont put a belt bag in storage
Yeah no I think they are certain items that should not be going inside the inventory
i had 11 other belt bags inside :(
belt bags inside belt bags?
yes
beltbag-ception
i had a beltbag inside a beltbag inside a beltbag inside a beltbag inside a beltbag inside a beltbag inside a beltbag inside a beltbag inside a beltbag inside a beltbag inside a beltbag inside a beltbag
A cool config to have would be a blacklist of item ids that are prevented from being stored
A bit more work but would be nice
isnt this already what the blacklist is?
the Blacklist is a really nice feature, these are the items on my list:
Flashlight,Pro-flashlight,Walkie-talkie,Boombox,Jetpack,Key,Lockpicker,Shovel,Stun grenade,Extension ladder,TZP-Inhalant,Radar-booster,Spray paint,Zap gun,Weed killer,Gift
do we need to add dead bodies to the blacklist now? havent tested putting one in the chute for a while
you can't put things away until you're in orbit if I remember correctly, and bodies disappear when you arrive in orbit
that's an option but not on by default
it is on by default but i change it so its in orbit only, i dont like putting things into the chute while on a moon, when you take off it doesnt give you XP because the game thinks you didnt collect any scrap
It is? Maybe i am stupid
Clients see items float away from the chute when you retrieve items while the ship is landing, Host see's them still in the chute, pretty funny glitch
What would the item id for a dead body be?
I should probably make a better UI for it at some point
Body
Ty!
what was the initial motivation behind preventing the chute from being interactable if there's scrap on it?
The player can't pick up the item while the chute is interactable
The interact collider blocks the pick up raycast
oh, that makes sense
Also makes more sense in the "lore"
how do you feel about being able to put items on the chute into the inventory
the reverse of retrieve
aka, i hit retrieve all, grab some of the scrap, then i hit store, and everything that was still there goes back in
i just repurposed the existing ChuteInteract.itemsInChute
i havent tested in mp yet, and there's no delay in despawning and re-storing the items
this doesn't seem to have been fixed (joining clients see empty inventory)
btw #14 needs to be reopened
do you plan on fixing the bug where it says you collected no scrap for that day if you put it in ship inventory?
I work around that by making it so you can only place scrap in the chute while in orbit
i can try to take a stab at this later on
Encountered a bug that caused only 1 or 2 items to be retrieved from the ship inventory before it refuses to retrieve any more. I was using "wider ship", "Ship inventory fix" and "2-story ship" so i guess there could be some issue there? Only work-around i found was to rehost the lobby but it still only took out a few items. Usually no more than maybe 1 or 2.
(I didn't get the time to test the mod without any of the other ones)
Maybe a config? I'd say delete configs and try it fresh. We run all of the same ones except for ship inventory fix. Also run sell my scrap so in terminal I just type sell all -inv and it dispenses everything and takes it all for me.
I doubt itās ship inventory fix as it only touches the position of the inventory
Yeah that's what i was thinking
I would get this but me and my friends have some scrap mods where we collect some scrap items like plushies. Though i guess it takes only the scrap from the ship inventory? (Also no configs have been touched for these mods. It just started happening like halfway through our play session (about 2 hours in))
have you put lots of custom scrap in?
when i was using custom scrap it worked for me tho
This is why you want that mod. Don't put items you want to keep in the chute. We set up collectables all over our ship too. By doing the sell all -inv command everything in the ship will be safe as it ONLY takes the items in the chute.
(this is the actual value it's just really funny)
i cant find the right field š
You need to add a value in the chute that keeps track of the scrap collected today. Then you just add it to the total at the end of the day (and reset)
You can also trigger PlayerControllerB.SetItemInElevator(bool, bool, GrabbableObject) which adds to the scrap collected.
But the item gets despawned
iirc, the game checks all the items in the ship and sums the value of the ones that are not marked as persistent
What if at each round you had a value and each time an item is added into the inventory the scrap value is added onto it so +28 + 284 so on, somehow a system to detect when a scrap is taken out.
Then the total is added onto the total from lethal company and then resets to 0
Only flaw is I donāt know how you would calculate scrap being taken then put back in that wasnāt apart of that quota
Can't you do it before it gets despawned?
Since that's the only place it updates scrapCollectedInLevel.
Besides the scrap generation which resets it.
No matter the solution, I still have the same problem: once added, the value can't be removed
Who ever did this, good job
Murder is not illegal
I don't understand. What value?
I thought the problem was simply the "scrap collected" wouldn't update if you depositted it.
Without dropping it first.
For example, if I deposit an item then retrieve it (and destroy it somehow), it will still count in the "scrap collected"
Without being related to the scrap spawned for that round?
ig I could try and see if it works
Also, question for the modder:
Is there something I should change/add/remove in the current "API"?
When you mean API...
ItemManager in my case
In StartOfRound.unloadSceneForAllPlayers, the game calculates the value of the scrap collected by calling StartOfRound.GetValueOfAllScrap. This fetches all the items inside the ship and sums their values. LC only uses the value from SetItemInElevator for XP stuff, not for the end of day stats
so I basically need to keep track of this client side
no
the items get destroyed and reduced to a data format
You would either have a list for scrap for a round, have each data instance store persistence or I guess the total value that you had stored to then include the end of game sheet.
These seem plausible to do.
@rancid crown Sorry to ping you, but is there a way for me to take items from Containers like the ShoppingCart and WheelBarrow?
From what I can remember, I think it does GetComponentsInChildren to get all the items parented to it.
Including itself.
I don't remember being a list where the item references were stored.
ohhhh, i had only found scrapCollectedInLevel and one more similar field, something like scrapCollectedToday and both held the "correct" value (it doesnt decrease when you put scrap into the inventory) at the end of the day. i didnt see GetValueOfAllScrap, which is what i would have been looking for
i swear i looked at unloadSceneForAllPlayers though
This feature has been implemented in the version on the github
Is it possible to have an option for Chute Safe that makes each stored item to have a 50/50 chance of being lost on team wipe? For those that still want some punishment for team wiping but don't want to lose everything
Thatās actually. Cool idea
Greetings. I just discovered a rather annoying bug - after exiting the game, all the loot inside the Ship Inventory disappears. I'm no expert, but it looks like the Ship Inventory content information simply isn't saved when the game is closed. Could this be due to a conflict with some other mod, such as KeepScrap? Or am I just unlucky and attracting all imaginable and unimaginable bugs?
like everything everything. Or Everything you put in after take off

Everything, regardless of whether I put it in when the ship was landed or in orbit.
Hm not a clue 
hi @marble sluice, I just want to ask by what logic are items marked for saving in the chute? I just have a suspicion that items may be marked for saving inside the chute when the items are on the second floor with #1289403092307279907
*suspicion because the items from the second floor when loading the save appear in the place of the chute
Items are added to the inventory and are directly dispawned:
// Update scrap collected
item.isInShipRoom = false;
player.SetItemInElevator(true, true, item);
// Send store request to server
ItemManager.StoreItem(item);
// Despawn the held item
Logger.Debug("Despawn held object...");
player.DespawnHeldObject();
Could indeed depend on the mods used. It seems to be an incompability with KeepScrap. For a short answer, it could be a problem with the order of operations (SI going before KS).
I suggest you to report this to the author of KeepScrap, giving this advice from me: Add [HarmonyBefore] to your path named PatchGameOverPre.
Based Protogen
thank you lol
Well, the author of KeepScrap left no information on how to contact them, and the mod itself has not been updated for 9 months š„²
That sucks...
encountered this in a session tonight, after we put an apparatus in the chute it wouldn't come back out and started spamming this error. Sometimes it would show the mesh but i couldn't grab it at all. aside from apparatus, a lot of other scraps didn't show up for the clients but did show up for me. dunno if this is an error with shipinventory or additionalnetworking, but the error says additionalnetworking so idk.
the only mods i had that i think could affect the appy would be facility meltdown, this mod, and cullfactory
also i don't think this is related to SI but the apparatus didn't show up on the dock for me, but the clients could see it
Prob Facility Meltdown, but I also never stick Apparatus' in the chute anymore
i figure its something with meltdown
could that also be why i couldn't grab the appy when it was docked
Yeah
is there anything i can do to fix that then
Then stop talking like you know what's wrong
I dont think she was 
"prob facility meltdown"
you haven't had the experience of trying to debug something from lunxara
me when it says "AdditionalNetworking"
its probably a problem caused by SI, but the error doesnt come from me
Well I only said this cus I know someone shoved one in there recently and it was okay lol I just personally don't I like putting them in the fun spot above the ship doors
In my testing, the apparatus is one of the items I test (due to not spawning "naturally"). So I know for a fact that the apparatus itself doesn't break the mod
Yea sorry I tested by removing additional networking last night, and it fixed the issue regarding the apparatus coming out of the chute and being ungrabbable
I didn't see if it fixed the weird positions for apparatus so if it didn't then something else is at play here
just tested appy dock, it appears like normal again, and i didn't see any ghost appys near the ship
so i think it was additionalnetworking in the end
thats what the console says too
Why are you calling the Start method before spawning the NetworkObject?
This has been bugging one of my scrap items when you take it out of the ShipInventory since the item assumes it's already spawned when the Start method is called
Since that should be normal behaviour
Also the Start method should be called automatically
In ChuteInteract's SpawnCoroutine, could you call the LoadItemSaveData method on the server before you call Start and Spawn?
I've managed to fix my scrap item not initializing properly by moving the Start method code to the OnNetworkSpawn method but, the item save data is not working properly since you are not calling LoadItemSaveData on the server before Start/Spawn
In vanilla, the game calls the LoadItemSaveData method on each item that has save data before Start/Spawn is called so you should do it too
You could try using this for checking if the GrabbableObject is a Brass bell
and there you have the AdditionalNetowkring issue š¤£
any item that does networking in Start() will break badly if they are not spawned yet...
and you should never call Start yourself. as it needs to be called by unity in the first tick of the object.
if you call it manually it will be called twice and that can also break lots of stuff
the order of calls when spawning Grabbables is really important. i'll write a breakdown of it in a few, once i'm back from my lunch
sadly Forced Order of Execution:
-
on Host ( all in the same frame ):
Object.Instantiate()( this will also callAwake()on all components of the object )GrabbableObject.SetScrapValue(int)( it's important to use the method and not set the field directly! )GrabbableObject.LoadItemSaveData(int)NetworkObject.Spawn()( this will also callOnNetworkSpawn()on all components that have the override or the basefunction fromNetworkBehaviour)- end of the code
- the next frame
Start()get's called by Unity on all the components!
-
On Client:
- client receives the network spawn event
- object is instantiated on client by Unity ( this will call
Awake()andOnNetworkSpawn()in no specific order ) - the next frame
Start()get's called by Unity on all the components! - at this point client knows about the object but does not have any of it's data ( Scrap Value, ecc.. )
If you are spawning stuff from inside the vanilla "spawn sections" ( StartOfRound.Start() and childs or RoundManager.SpawnScrapInLevel() ) you do not need to do any work for syncing the values as vanilla will do so by itself later in the code.
if not then you need to add some networking:
-
on Host:
- after
NetworkObject.Spawn() - Call to your RPC for data sync ( Unity will ensure it is run in order on the clients )
- after
-
On Client:
- you receive the RPC some ticks after the object is instantiated
GrabbableObject.SetScrapValue(int)GrabbableObject.LoadItemSaveData(int)
for your case, Running PlayDropSFX() after Start(), i'd suggest you to delegate it to a coroutine eg:
[...]
grabbableObject.StartCorutine(PlayDropSound(grabbableObject));
[...]
private static IEnumerator PlayDropSound(GrabbableObject grabbable)
{
yield return null;
yield return null;
grabbable.PlayDropSFX();
}
where the yield return null are used to delay each by 1 frame
actually you probably want the sound to be heard by clients too. so you 100% need to put that in a RPC
Well said @rain prawn
Coulda said it better myself tbh @rain prawn
So I know I saw it in this thread but somebody put the apparatus into the inventory
If I do āwithdraw allā it tries to take it out first and breaks the ship inventory
I can withdraw almost everything else by type but the apparatus, a body, and some toilet paper I canāt get out lol
Is there a fix?
This could be some other mod's fault, idk for sure but putting in boombox's into ship inventory, taking them out and trying to pick them back up softlocks your character from interacting with anything
Ah yeah not too far up even. I got this without Facility Meltdown
Is the vanilla apparatus confirmed to work? Iām trying to think if it was with a modded interiorās app but I donāt think so.
did you have AdditionalNetworking
the update prior to yesterday could potentially break badly. but in general it seems to be an issue from ShipInventory
I do not believe I have it, appreciate you looking out tho fr
I should maybe get that though it looks nice
Ok so I figured out that I actually could get the apparatus out
And it was actually a Body that someone put in, no idea why, that breaks the chute
Iām gonna blacklist Body obviously but you might want to have it default blacklisted too
It should yeah, but apparently isnāt
I fixed it by getting everything else out besides the body, uninstalling the mod, saving, and reinstalling the mod
In v1.1.4, it isnt
can't imagine why you'd want to put a body in it anyway since they get cleared automatically at end of round
uninstalling the mod twice?
Failed to edit that quick enough haha
maybe you just know something we dont :3
Turning it off and on again confirmed to fix
No changelog?
lol
Also congrats :3
what got changed?
Mostly bug fixes related to items (like you cant reuse an used item, you cant put a body inside, the bug described above)
was anything regarding the retrieve logic that matty mentioned included?
This, ye
nice
Thanks for blacklisting putting bodies in, no idea why one of my friends did that lmao
I found a pretty bad bug with your mod
items placed inside it endlessly duplicate
Not sure if it's your fault or an issue with @proven widget's SellMyScrap compat but yeah
I haven't experienced this yet
how to reproduce + logs would help
I don't use SellMyScrap, it might be an incompatibility
It might be SellMyScrap
repro steps are easy
With SellMyScrap sell items in the chute at the company, then try again and you'll notice the items are still there able to be sold again
@proven widget
I have a clip
One sec
I think I know what you are talking about >w<
Yeahhhh
You need to fix
Lol
if you type sell all once and then orbit afterwords, will it all be cleared?
No
So any item in chute is there forever?
If you sell them with SellMyScrap yes
It's not properly taking them out of the chute
Crit's gotta fix it
XD
Looking into it now
average untested mod š
not true smh
I can vouch for this š
gal release had ONE multiplayer bug and people cant forget about it smh
Critt i'll attempt to test it on stream right now loll
I've already confirmed it lol
On stream today
just to see if it happens in my pack. Cause I've never noticed it happen before.
what?
not sure how many times i've asked people to report bugs and i've gotten both 0 logs and 0 reports of any bugs
the only bug im aware of is the being fired one
s1ckboy sent you stuffies
Lol
he sent me a 50mb log that lead nowhere
ā ļø
No changelog or anything so I don't trust it
Idk what it's trying to "fix"
It's too long to be able to clip
v.v
Starts here though https://www.twitch.tv/videos/2287640966?t=05h18m41s
The driftwood samples and apparatus reappearing were dead giveaways XD
Heckin CritHaxX 
Waaaaaaaa
XD
this also has the exact same readme as the original minus the pictures
no reason given why it was forked
7
Hey its me too :3
What even is this? Lmao
What does it even change ???
Nothing, it's gone.
They stole 10 downloads T^T (jk lmao)
@marble sluice I thought ShipInventory would just remove the StoredItem when they get spawned from the spawnCoroutine
I guess I could just remove the StoredItems myself after I Enqueue them
Could you enlighten me on the "StoredItem"? Im not sure to fully remember what it is
@proven widget
I've managed to get something working just need to multiplayer test it
It gets removed from StoredItems in SpawnItemClientRpc
Then it should just work right???
If it worked before, i dont see why it shouldnt now
Looking at the commits after 1.1.4, i dont see anything that could've changed ItemManager massively
Okie
Weird. I don't see these logs in my console
ItemData is properly serialised so you can put it into an rpc?
Yes
OMG
I think I figured it out @alpine ginkgo @lavish notch
Did you? ;o
Checking multiplayer then I'll let you know
@marble sluice Ever since you added bool PERSISTED_THROUGH_ROUNDS to ItemData, it's broken the compat with SellMyScrap where items sold from the ShipInventory would not get removed. It did work properly in previous versions. @alpine ginkgo @lavish notch
I've fixed it by saving PERSISTED_THROUGH_ROUNDS in my ItemData class and now it works as expected
Nice
I'll push the update soon
You're the best!!!!
I activated the command to throw everything away on the ship during the landing on the moon and all the loot was gone xD
I can't get some items :Ń
:c
not blaming you but Im gonna bet one something being messed up with the items because I have a ton of item mods and this hasnt happened to me yet
yes, that's right
- I'm not sure how compatible it is with Ship Scrap Reorder
Because when launching into orbit, it automatically sorts - but from where and how it is not clear
but I'll keep checking... maybe I'll understand something
idk if this was mentioned already
but the mod does not work on files that have progress (chute does not let me store things)
I installed the mod with a save in progress and it worked fine. I had to reinstall (also on an in progress save) and couldnāt store items for a bit. I found that there were some items clipped into the chute blocking me from storing stuff.
please dont tell me a little bulb couldn't let me store scrap š š
oh and i suggest a config for a scrap whitelist so that way i can add these items that for some reason dont save
If they are not allowed in the chute, its because the item is not valid
it says uhh
i think it literally just says item not allowed
and its a modded item.
its a pipe.
Hmmm
Will check how the chute determines if an item is allowed
An item is not allowed if:
- Doesn't have a proper prefab
- Is a ragdoll object
- Is marked as used
Would have to check manually to see what is the problem with it
bro this really needs to be fixed
i just had to start a new file all cause the chute got blocked again, and the model isn't entirely accurate so i cant grab certain things out of it
either things get stuck in it, or they make the chute not work.
I donāt know if this is an issue on my end, or if ship inventory normally does this.
im assuming it normally does this, your just lucky
people probably dont think about storing belt bags in it either
I donāt know Iām the developer of Ship inventory position fix which you are using.
Itās most likely a ship inventory issue as I move the asset as a whole but something could get messed up somehow
Drop an item into the chute
My guess would be that the item is out of reach of the collision
Can either drop an item inside the chute (or retrieve one) and you should be able to take it
Or override the detection inside the options
For the "bug" where some items will block the chute when you install it on an used file, there is nothing I can do
Unless I sdd the ability to move the chute, this wont be fixed
i put the vehicle manual in there by the way, and it comes up as "???"
once i go to retrieve it, nothing happens.
The items that come with the ship and vehicle don't have spawn prefabs in their item data
If you hide things on the moon and then go into orbit, 0 availability will be shown. But if you take it back, it shows the correct amount. Is it possible to somehow fix it so that it also takes into account there, even when they are collected in the trash? If not, no big deal š
I believe that would need to be addressed by GI's dev
^
GI doesn't have a proper API for this
Already tried to make it work, but it led to multiple bugs
When putting scrap in the shipās inventory, it triggers the detection system of https://discord.com/channels/1168655651455639582/1216655331497873488 (deletion of item)
Because it deletes the items to store it.
when using shipinventory in the game, sometimes items inside duplicate when I take things out. additionally, items will sometimes only appear for me but not for my friends, as there seems to be some sort of item desync. log attached \o
@marble sluice
A thing this mod could fix is that, putting an item in the ship inventory does not call the DiscardItem function. You can verify this by putting an item in the inventory and you should notice that tooltips from this item are still displayed on the top of the screen (they disappeared when grabbing another item)
This is not really important for vanilla item, but some modded items are calling special code when the item is droped (like reseting special effect or other things). Yeah it's also possible to make this code in OnNetworkDespawn but that's just another override that should not be needed normally
Due to the fact that there was an event changing scrap, I couldnāt put it in Ship Inventory xd
The problem is probably on Brutal's side
reboot helped
Changed the call from DespawnHeldObject to DestroyItemSlotAndSync
https://github.com/WarperSan/ShipInventory/commit/0df62d0db5da3a4f89a59a5163357e3a6ff62a82#diff-275116f9b55687a67dec7c2382c89890b9c6f4b94f9af0e448ed2d7c8cefeac2R64
Idk if this will fix the problem or not
i think this could fix the issue yeah
any ideas on what could cause a desync between the inventory contents between players?
I am running a large modpack so its likely a conflict, but any possible things to help debug that would be appreciated...
Remnant maybe...
Snap camera, if a ghost camera appears - other players donāt see it - one picks it up and something incomprehensible begins...
But that's not certain
I mean like the ship command on terminal returns different values for non host players
Oh
Well, by the way, this happened to me too
Sometimes I couldnāt get items out, I had to sell everything through Sell all if I was a client
I could always get the items out since I was host, but the other players showed that everything was out already
ooh actually might be because it was a continued save?
I've had this issue as well, and I'm not sure what's causing it
@marble sluice sorry to bother, but when you have the time, could you help us out with the potential desync issue spoken about above between Tyler and myself? I also have logs from when it occurred in the attached message
Apparently, when the guys and I were putting things in the trash, after taking them out, the loot increased by 3-4 times
Also, the extraction limit froze, I had to manually take things in order to have enough space to sell Sell Quota
It was strange...
ts has also happened to me \o/ it seems to be some weird desync
its unfortunate, ill prob have to swap out the mod cause I would rather not explain to the people using my modpack how host is the source of truth for inventory contents
Just wanted to say that I'm sorry that I'm not able to update this mod as often as I should. School has been thigh lately (3 weeks until the end of my semester) so time has been missing lately.
I don't want to make promises, but keep in mind that I'm reading almost every messages here. When I have free time, I either work on orher projects or on this one, but on smaller things like suggestions and stuff.
Thank you for supporting this mod and sorry for all the desync bs that this mod causes š
no worries \o/ school comes first and we thank ye for your work
There's an issue where players can bypass the cap placed on ShipInventory. I set my cap to 20, yet players besides the host can bypass it.
Can anyone tell me if this mod has any problems? And if someone has tried putting apparatuses in the chute cuz when I pul an apparatus that is modded but still has normal appartus name, it will come out as a normal apparatus
whenever i put normal named apparatuses in the chute they come out as the blue apparatus from starlancer's warehouse, but aside from that i can't think of any problems. as long as you don't override the forbidden item list it should work fine
i think the apparatus problem is just what happens when multiple items use the same name, since the chute tries to generate a new item with the same name and price a what was put in, it probably can't make a distinction between apparatuses that don't change their name
ahh okok
like it works fine with the toxic apparatus and the xen crystal, just when the name is "Apparatice" (or the other spelling the game uses) it has trouble differentiating and chooses whichever one of the options
Dang, I wish that was fixed lol
But I mean that's fine
it's really only a visual issue, and the way to fix it would be to have custom apparatuses have unique names
hmm ...
i thought so too, idk why a normal app goes in, and the starlancer app comes out
Weird
does it with liminalpoolapp as well
I don't know
@untold nebula @shy beacon
I used names, because IDs are not unique. Several items just have 0 as their ID, with makes it impossible to differentiate. Now, it uses InstanceID, with is the ID of the asset itself (which is always unique).
Several potential problems:
- The inventory "breaks" when adding/removing mods (IDs could switch around due to new assets)
- Previous save files are just doomed (not the same way to store so broken)
Please let me know when you push the update so I can fix the compat with SellMyScrap
v1.1.6 just released! It isn't a big update, but here are the two main things:
-
It changes how items are stored in the inventory (instead of the names, I store their IDs). This means previous saves are not compatible. It also means that adding or removing mods can break this. Not all mods will break it, but some will.
-
I added a simple permission system for the chute and the inventory. You can define who can use either feature (everyone, no one, only host, only clients) and it will block the feature for the others.
@proven widget :3
thank you!
skill issue
lol
but ig the host could always change the permission
yeah but itd be too late
ah
is it in 1.1.6 as well ?
ye
nice thanks
Thanks, I just checked and it's super broken ;w;
Working on a fix now
The fix should be super easy since I just changed itemProperties.itemName to itemProperties.GetInstanceID() :33
The thing is I need to keep a version of the ItemData class that I made so I can reference it while keeping ShipInventory a soft dependancy. I'll see if there is a better way to do it later. Anyways, the update is out now for the fix
@marble sluice I often experienced a bug: if I set a cap on how many items can be stored in inventory, all players besides the host are unaffected by this limitation.
Did the recent update fix this?
Not that I'm aware
Since the new update the inventory is bugging out
Even on a new save made after the update
some loot just gets lost
Logs are always appreciated.
because the inventory isnt bugged out
there are items in the inventory that shouldn't be allowed in
Please send the mods that contain the items you are storing so I can check what is going on
If you could, it'd be a appreciated if you looked into this. I wish I knew why this is an issue. My guess is that people who are only able to join via Steam Join ID or Lobby ID are the cause.
You should probably list items that aren't allowed to be in it, I've only put stuff like doors and food from Mel's mod in it and it bugs out so it's corrupting items I believe
I'm gonna downgrade after today til you fix the mod or just remove it most likely
Maybe you could look at how SmartItemSaving works to save which item it is
I'm pretty sure you are able to find out which mod an item came from too
well now I have an item I can bug the inventory with
Could you give me the link of either mod?
TestAccountVariety for doors, Melanie's Cooking mod for food
LethalLib has a public static List of ScrapItem called scrapItems.
alr thank you
It doesnt look like it contains vanilla items
It shouldn't be an issue. The modded apparatus items should have the modName though
and that only covers modded items that use this
What do you mean?
oh okay no I understand where you are going
Okie
Instead of using IDs, I would create ids for items "MOD_NAME/ITEM_NAME" and then just look if X item is valid
Something like that. You could also add an aditional string to the ItemData class for the mod name
Something like this
public struct ItemData
{
public string ITEM_NAME;
public string MOD_NAME;
public int SCRAP_VALUE;
public int SAVE_DATA;
public bool PERSISTED_THROUGH_ROUNDS;
}
welp time to steal :3
Hehe >w<
This doesn't work, since all the items are added by SI
So the mod is always SI
What do you mean? What is SI?
I'm not sure what you did wrong but it works for me.
You'll need to use LethalLib as a soft dependency of course
This way items should be able to be stored perfectly even if you switch out scrap mods and stuff
So people can use ShipInventory without LethalLib
If LethalLib isn't present just use the ItemName to find items
If there is no mod name
I haven't tested it but this should work
You could also cache if LethalLib is installed
Adding a mini-plate displaying the number of items and their total cost in the future? Or is this not particularly relevant?
Whats wrong with it?
The answer is no
Well.......... often the URLs are SO LONG, and even more often, contain banned or blocked words.
Because Tenor gifs are named like LLM hallucinated garbage
so it always sets off alerts lol
I assume this one did?
So basically we get a notification every time someone uses a tenor gif anywhere
Yeah lol
Nah, you're fine, it's their fault for being like that.
The whole thing after the # isn't even required, Discord just does that.
that's only there for search engines etc, link still works without it
same thing w/ Amazon links, you know how it's like 4000 characters long? You only need the bp/##### part
Google links do the same thing etc etc etc
Cant even send an amazon link without nitro lmao
Ahh yeah, message length limit š Bahahah
Despite how simple it sounds, that seems painfully complicated to actually implement...
Oh why was I scrolled up agh
At least with Amazon you can get the a.co links that are way shorter, I don't think tenor has the same thing
Amazon's normal urls are atrocious
well, i guess my run is bricked
The same thing happens when some mods for items are updated and a new item is added, or just disabling the mod. neither sell these unknown items, nothing. well, at least the total cost shows them, I restore them using imperium, turn off and turn on shipinventoey again to clean the items there
ill just, empty out all the items before updating or adding new mods
there is a huge issue with items and client sync
is there a way to flush the unknown entries from the pages?
No
But I think I will change it so invalid entries will be discarded instead of showing up
@marble sluice Are you going to implement the item saving method I suggested?
Didn't have the time to implement it
I'm going to
Just, whenever I'll be done with school
Another idea could be that items in the storage system that are invalid or not found (If you removed a scrap mod or something changes in one of the scrap mods) could still be extracted as gold bars or something with the value of that item. So you don't just lose scrap value.
Hmm yeah
wow, cool idea
@marble sluice
I wonder if it can be configured like this?
https://github.com/Kamppix/SoftcoreLC/issues/2
Or is it too risky and there might be problems?
i don't know where to ask this but when storing 'bomb' scrap item from Testaccount's Variety to the ShipInventory and sells them via SellsMyScrap sometimes (i forgot if we reloaded the lobby) the item becomes the 'bomb' item from Lategame Upgrades' contract. is that normal?
already have SmartItemSaving
Just pushed a small update that fixes the issues concerning items: https://thunderstore.io/c/lethal-company/p/WarperSan/ShipInventory/
Two things mainly changed:
- Items are now saved using "ModName/ItemName". This means you can remove/add mods without having to worry about items (Save files in previous versions are invalid)
- If an item was not found (due to coming from a missing mod), it will be replaced with a gold bar with equal value. Other than the value, the item is literally a gold bar. Note that, if you retrieve a "bad" item, the original item is forever replaced with a gold bar.
Know bugs:
- When you leave a game, there is an error concerning the saving. The saving seems to work fine so I dont really know what its caused by (also i forgot to check before publishing ^^")
- When retrieving bad items, the scan seems to not like it and adds random values. Maybe I was scanning something else, but Im pretty sure 12 + 0 != 20. It seems to be only a problem with the scan. Selling seemed to use the correct value
If I pulled everything out of the chute before saving last time it won't be invalidated by the update right?
The interaction stuff probably can't be mobile
Only movement I've seen is that patcher to move it on bigger ships
Figured, but also slightly confusing considering you can do just that /w the cupboard
I think you need to save the item data as a JSON string instead of passing in the type
Yup, I figured this would happen. When I restart my game, all of my scrap is lost.
0193aa8d-f20c-a9bd-02f8-b2a6c66cada2
I will be uninstalling this mod for now until this is addressed
Does anyone else here also have SellMyScrap? If so, are your sell commands also not functioning?
Oh wow, by all of your scrap was lost, you meant all of it. Not just the scrap lost from the inventory, but ALL of it.
Welp, that warrants a restart.
For SellMyScrap, they'll have to update since they're trying to look through the ship inventory, and the inventory is different now
@void bay @late talon I'm working on getting an update out for SellMyScrap to fix the compatibility and to fix the items not saving and loading with ShipInventory v1.1.7
Thanks! Y'alls work drastically lowers my team's death rate on gordion <3
Saving and loading items is currently broken with ShipInventory version 1.1.7
You can fix this by downloading the SellMyScrap mod v1.9.0
I added a few patches if ShipInventory version 1.1.7 is detected to fix the saving and loading of items.
@marble sluice This should work to fix the issue with items not saving and loading properly.
Yes. It's really just anything in the chute will be invalidate
You can't have an interaction collider and a move collider
uhhh the mod shouldn't have touched physical scraps. If it did, I have a bigger problem at hand...
@proven widget @merry gull Just pushed the patch in 1.1.8 so now the saving works
Ye
Might take a bit until the update is actually out cause Thunderstore
Aight
Was hoping I could use this to only store tools.
Can't u do that?
Other than adding every single non tool item to the blacklist, I don't see how.
That just seems to be a lot more work for your self than needed. Just store tools on shelves and loot in the chute cause then you can quick sell with sell bodies. Otherwise you have to constantly retrieve tools when you need them. If you add Melanie's Furniture pack she has a lot of new furniture that works well for storing tools on. I also use a belt bag mod for quick dropping so I just scoop up all flashlights then dump it in one spot and bam all flashlights stored on a shelf.
Really love this mod but I can't use it until functionality for moving the chute is added due to the way our ship is set up. Is that in the pipeline at all?
I forgot to report this yesterday, so I lost the log, but Ship Inventory desyncs Lethal Radiation's apparatus price change
When I put in the apparatus and retrieved it, it was $160 for me as intended, but the vanilla $80 for everybody else
That might be something on the scraps side. Have you let the dev of the scrap item know?
There is a mod that moves it.
I'm pretty sure the mod's been abandoned, so there's no since in trying that
Hasn't been updated in 9 months
But I haven't had any issues /w desyncs of said mod up until this point
Yeah that definitely feels like it's something on that scraps side and not the chute (could be wrong) but it's not the first time I've seen a scraps price desync before for host and clients. Typically you just gotta ignore it if you want to keep the scrap.
Mm
Thats cause the chute adds a new phase in that the scrap dev never accounted for.
Probably because it didn't exist then
There are other mods out there now too that might cause the price desync to happen now also. Typically the custom Apperatice scraps can be a little tricky
But as long as the price is correct for you the host then that's really all that matters.
Now I could be wrong in saying the chute is not the culprit. But this just screams custom scrap is at fault to me especially cause it's a custom Apperatice that's out dated
What is the name of the mod btw,
Oh my bad, I meant to mention something that happened to a group I was playing yesterday
I added a dead body to the chute thingy and a bunch of items we put in either before or after couldn't be retrieved from the chute
I even said the chute was a Gold Bar that was worth 5
I can probably blacklist it but figured I'd let you know
As of right now, this feature is not planned to be added. Due to technical issues, it's not possible to move it (afaik ofc)
I might know a solution
The blue starlancer apparatus seems to be transforming into a normal apparatus in the ship inventory
like it'll just turn into a default app
Closest is that patcher that moves it to a different wall, but I have no clue how that works? But maybe it could be extended to be configurable from config rather than midgame like decor otherwise would do?
Ive found out this bug where gift box items only give me binoculars. Anyone else having this bug using ship inventory mod? If not then maybe I am having this bug from another mod
That could be a bug from shipinventory and vanilla
the apparatus thing?
Do you want my modpack code and see if the problem lies with it? The apparatice says apparatice instead of apparatus in my modpack and the blue one is called apparatice as well
If its not already the case, create an issue on github and i will take a look whenever im free
I submitted an issue on github š
If i recall correctly Apperatice from toy Factory and Armory work fine with it. Could be something with the specific custom Apperatice that's breaking.
No.
The bug is probably related to the fact the Starlancer apparatus straight up dissapears if you reload a lobby
i'd say its more an issue with the apparatus than it is shipinventory
it has the same registered name as the normal apparatus or something like that
I wish ShipInventory could handle all scraps, but there are scraps that will simply never work because they require special systems
I could technically manage every possible scraps by handling every exceptions
but every item would weight like x20 its current size -w- (in term of file/memory size)
That would be why it has issues then. :/
Realized I responded to the wrong thing.
No doesn't provide much to work with. Why don't you like those ideas? What is the benefit to storing tools in the chute vs scrap? š¤ I'm just confused by this method. I'm not saying it's bad or you shouldn't do it. I'm just confused as there are more efficient methods in my opinion.
Okay, a couple of questions
It is always better for the host to carry out transactions with ShipInventory (in terms of getting things out and putting them there) and also with selling through SellMyScrap
Or in the worst case, if clients interact and something else
Items are duplicated - causing more of them
Any advice? Will this be fixed in the future? or do you need a debug log from the host and client side? @marble sluice
My log:
My friend's log:
0193b8db-353d-e3eb-f064-876048bea137
When dispensing scrap while the ship is landing, the scrap remains in the sky for clients as the ship lands
Yeah that's common due to the ship being in motion. It's been a known issue for awhile. Just wait until landed before dispensing. If you use sell my scrap mod with it though then it's not even an issue cause it will still be sold regardless.
Look at the console
I meant the console console -.-
The black window when you launch the game in modded
oh kay
It would probably still help post those logs to see if there's any fix needed.
@marble sluice Just thought of it, all up to you but the position fix mod completely works if non of the mods are found, meaning you could just add it as a dependant. All up to you and if you think what i think. 
any chance we can get a config option to re-fill the capacity of the Spray Paint and Weed Killer items when they're stored in the chute? I like that it already tops up the batteries on Flashlights, Walkies etc
Just use better spray paint.
You can set what you want capacity at and even remove the need to shake the can.
it is a good mod, but i had some networking issues with it in the past and just been wanting to keep my modpack pretty bug free
Are you sure it was that mod?
not 100% certain but back then it was a small modpack and removing the mod fixed the issue of clients not being able to see some of the paint
I think those issues did get fixed.
Just make sure your players don't spam it in the ship.
Just giving a small update on the progress:
I mostly worked on the invalid items (items that are from a mod that isn't there anymore). I made it so these items get replaced by a proper "Invalid Item" (you can look at the screenshots). These items keep the same value as the original one and they automatically get replaced when the original item is found.
I also reorganized the configs (they started to be really messy). I also added two new configs: Time to store and Inventory command. They don't really add much to the mod except more customizability. I plan on maybe adding a config to have the items in the terminal sorted in a certain way (by value desc/asc, by name desc/asc, etc).
The most important part: I started working on fixing desync issues and stuff. I have to plan everything in advance to make sure no problem will come up, but I can already tell that this method will be more wifi-hungry.
I don't use wifi 
Aww dude, did you forget to install Counter-Strike: Source?
yeah i couldnt install the counter strike mod :/
..will we be able to get this item without breaking chute intentionally?
No
sad š
I mean what could it be?
just like rare scrap
Fair enough
Pickles worth 1
is there issues with having ChuteDelay set pretty quick? i currently have it at 0.2
Normally no
Occasionally when a client runs SellMyScrap's Sell All the chute gets stuck in a busy state and some items appear but are ungrabbable so the chute can't be cleared
Not entirely certain what's causing it, is there something I could tweak to make it less likely?
Do the items say something like "cant grab before landing"?
No they're just not interactable, only text to find is the one for putting stuff in which works fine
In the settings, go to debug and set the override to (i dont remember the value ;-;)

Hey, i dont remember all the values in my own configs

Also, couldnt add plink because the video was 50% of the bundle's size
Compress it 
144p plink -w-
At least itās plink
True
On the inventory texture just add a little plink in the centre
But i would need to modify the texture
Which I totally made myself and didnt steal online
Just pull a Fumo and add 2948 GameObject.find
wot
Setting this to ALL then?
Normally yes and you can change it in-game with lethalconfig

0193fbc0-d6ac-66de-155b-796ca09e10ac
played with a friend of mine. He was host and the modpack he was playing is the exact one as mine. I could not retrieve items from ship inventory but he could
My config says EVERYONE and I'm sure his is as well
I sent him the code
not only that, when I died, the items where still in the chute the day after but weren't retrieved when my friend did retrieve all
I'm not sure how this is related
so i had a weird bug happen to me
whenever i asked the chute to spit out the items, it would only spit some of it
and the rest is just stuck in there lol
yes i reopened the server, and it didnt spit everything
hmm
Two things for v2.0.0
yay
this might be the biggest update for this mod
(also changed on items are managed, hopefully fixing client desync)
nope, nothing
but ill send the logs just in case
ye
oh wait
ig we deleted the mod when that happened
shit
-w-
ill just enable it back in, if we get that same error again ill let you know
alr
I might've had something similar. I tried to explain in great detail in a log a few messages back
might've butchered the explanation tho, mb
like mine?
if its the same issue you can use his log for it
well it was a decent bug but I can't remember exactly if the problem was exactly like yours. Was you in mult when this was happening?
Mine was when playing with a friend
that sounds like a desync
yeah
i was the host
same here, I was the host when I noticed my bug
Is that from the mod or something else?
we had the same stuff n all
weird..................
wait actually
someone updated their mods midway through the game
wait
the weird part is that its the host that desynced
wait wait mbmb, I wasn't the host on mine when the bug happened
ye then its a desync
I couldn't retrieve the items despite us both having permission in the config
but he could
Desync from another mod? What could've caused it? š
the host can always retrieve because the system is based on the host
but why couldn't the client?
because the clients were desynced
how does that happen?
honestly, no clue
probably a request not going through the network
or something stupid like that
ig i know why that happened in my case
so no fix atm? I honestly use very well known mods. I do remember putting a pjonk's golden egg in there
someone updated their mods when launching the game without us knowing
I don't tend to use broken not well known ones
while me and the rest didnt
v2.0.0 will have this fixed (hopefully)
thank you š š
As far as I can see in the given log, ShipInventory never threw an error
thats because it didnt at all š
i checked the logs and nothing showed up
Not only that, I'm pretty sure there where still items in the ship inventory despite us dying previous round
Not 100% on that though
I couldnt say what the issue is
Your side seems fine
Probably the host side has errors and shit
Sorry I didn't get his logs. We had the exact same everything
Then I have no clue what could be the problem :/
wait
I might be able to still get them
I'll go see rq
Nope, I can't get them š
If it arises again, I'll send the logs, I'll prob be host next time
š Thank you so much
If no problem occurs, I should release it today or tomorrow
ShipInventory v1.2.0 is live :3
Main changes
- Changed how the item system works. This new system is less reactive than the previous one (can't spam retrieve as fast as before), but it should be WAYYYYY better against player desync.
- Added support for missing items, transforming into 'Item Not Found'
- Added 9 new configs for the new systems or for more customability (look at the changelog)
- Made the chute an optional upgrade. You can choose if you want it to be an upgrade or be unlocked at the start of the game (default price is $60)
- Made the chute movable. You can now move the chute wherever you like.
Notes
- The inventory now refreshes every so often (15 seconds by default). If someone modified the inventory and you look at the inventory before the new refresh, you will see an outdated version of the inventory. You just need to wait a bit for the refresh and the inventory will be good. This is also why you can't spam retrieve anymore, because the inventory will be outdated (just wait a few seconds).
- The 'Item Not Found' will keep the ID of the original item. Whether you retrieve it or not, once the original item is found, it will become the item once again.
- The collisions for moving the chute are very weird. I believe it is because the game detects that the chute is an interaction before finding the movable collision. Just keep trying and try from the sides or behind.
- Moving the chute can lead to some weird effects with the items themselves. I had one case where the items where in the chute for the host but outside for the clients. It doesn't affect the game that much, since the items are just somewhere else.
@quaint ginkgo o7 on your mod bud
its still useful
PEAAKK
Ooh
I figured moving it and furniture locking it will essentially deprecate it
Huh whatās happening
The mod is still useful, because the initial position might not be good on all ships
Oh I see
@alpine ginkgo if possible could you test if my mod still works? Iāve literally just hopped of for the night as I got this ping
Added a way for other mods to define if an item is allowed or not (Helpers/InteractionHelper)
Is that easy to set up ?
you need a mod to add it, but it is as simple as InteractionHelper.AddCondition(....)
ye i have a scrap mod and was wondering how to add that
cause some items in there just reset to their default state when put in and out
Doesn't work
Left: bought as an upgrade
Right: not an upgrade
Hm ok, I might just cut support anyways as the main purpose of it is gone other than the start of the game
curious with this big update is sell my scrap gonna need to update too in order to work right now?
oh no D: something doesn't like the update.
?
Pretty sure it wasn't previously a dependency is all
now it is
most people stopped using it since it's saving stuff was also put in LLL iirc
Ohh
and yeah, furniturelock and update don't like eachother if the config is set for the inventory to be unlocked at the start
either option breaks the save all together.
Works fine for me if I have it as an unlockable
Both completely break it for me.
š¤·
uh?
U can't move the thingie for some reason
[23:21:05.3337146] [Error :com.github.zehsteam.StreamOverlays] Failed to apply ShipInventory patches. HarmonyLib.HarmonyException: Patching exception in method null ---> System.ArgumentException: Undefined target method for patch method static void com.github.zehsteam.StreamOverlays.Dependencies.ShipInventoryProxy.Patches.ItemManagerPatch::SetItemsPatch()
at HarmonyLib.PatchClassProcessor.PatchWithAttributes (System.Reflection.MethodBase& lastOriginal) [0x00047] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_0047
at HarmonyLib.PatchClassProcessor.Patch () [0x0006a] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_006A
--- End of inner exception stack trace ---
at HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) [0x0006c] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_006C
at HarmonyLib.PatchClassProcessor.Patch () [0x00095] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_0095
at HarmonyLib.Harmony.PatchAll (System.Type type) [0x00008] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_0008
at com.github.zehsteam.StreamOverlays.Dependencies.ShipInventoryProxy.ShipInventoryProxy.PatchAll (HarmonyLib.Harmony harmony) [0x00002] in D:\Documents\Visual Studio Projects\Lethal Company Mods\StreamOverlays\StreamOverlays\Dependencies\ShipInventoryProxy\ShipInventoryProxy.cs:29
019414ba-f3a2-7257-5812-0be8e873107e
Its breaking with the steam overlay now.
Welp
@proven widget You might have to do some updating to a few mods
Haven't been able to see if Sell My Scrap is fine yet.
I'll start working on the fixes I can do on my side
Thunderstore just said "no" and ruined the language
Is it intended to be able to move the Inventory if it's unlocked at start?
Have you tried testing multiplayer too
yes
Have you tried testing 74 player too
Waaaa
I can get a team up if needed 
Sorry lol
wot?
Buy me a coffee for chatting
Don't think anything supports more than 32 anyways
I meant as in is the intended behavior supposed to be like pre-update where it's intentionally static, unmovable, and can't even press B or w/e to move it
My super duper private mod has support up to 9999.89 people
let me just find 73 players who are willing to test my mod with me
Donāt worry I got you

I'd imagine people have to stand on the roof during takeoff just to fit on a standard ship
Stream Overlays has support added is why
@proven widget To fix this, simply change the patch to patch UpdateCache. You shouldn't have to change anything else (probably)
Glad I took tonight off now it gives mod devs time to update their stuff
I know hence why I pinged
Ye was just informing you cus Crit was in my chat the night he said he was gonna add support for it
Two bugs:
- Missing texts. It's Thunderstore f*cking me over. Should be really easy to fix
- It's a mod touching with the IDs. I don't handle the IDs myself (LethalLib does it) so its a mod that is in conflict with LethalLib

SmartItemSaving does some ID handling but afaik it's supposed to cede to lethallib...?
Thunderstore does not keep your subfolders
I fixed that issue by having a .zip file and then decompressing it at runtime
especially for my StreamOverlays mod since the sub folders are super important
Could make it like you, but subfolders arent that important for this
what does LLL stands for? ^^"
LethalLevelLoader
alrrr
This has been fixed. It was due to Thunderstore and the lang missing (idk how dont ask me) was due to another problem
I'll take a look how I can use LLL instead of SmartSaving
Just released v1.2.1, which mostly fixes bugs from v1.2.0:
- The texts now load correctly
- You can now move the chute no matter what
- Fixed some jank with messing around with IsUnlock
- Removed SmartItemSaving
I just released an update to StreamOverlays to fix the compat issue with the latest version of ShipInventory
Nice
this always used to happen to all clients, if the host loads a game with 10 items in the chute, when a client joins they will see 0 items in the chute, if a client is in the game with the host when adding more items to the chute (example: 5 more items), the clients will now see 5 items in the chute and the host will see 15.
If a client tries to "sell all" items in the chute, they will only sell 5, host will sell 15. hope that explains it
since 1.2.0 there is a new sync method so everyone has same item count in the chute
also thanks for the updates to ShipInventory @marble sluice, now that I can move the chute, I cant decide where to put it and I've realised it was always in the best spot 
wow, if everything turned out great, I'm just glad. Thanks for a new version of synchronization in the future :3
The new system is already here tho?
did this mod autoinstall smartitemsave?
for some reason it's in my modpack after some update\
that's weird, I've never noticed it until now
small bug in latest version, if you change the config so that you don't need to buy the Ship Inventory, the game doesn't know that you already own it, this makes it impossible to retrieve from the Storage if you store the chute ("X" when moving it), and the Store says its "not currently in stock" (not that it matters for buying it, since you're not going to buy it if you already own it, but thought it was worth mentioning) š
Something doesn't add up
It seems to be unlocked by default, but when creating a new save it is not there
@marble sluice
And yet, if you remove it from storage, the ship command still works
(add a warning before you pull an item or sell it - get it out of Storage)
or because I turned on imperium...
You need to update your mods.
They are updated
recreate the config?
Doubt it, it probably just needs another update
0194164f-a509-763e-f63f-ffdb3f0190ac
Profile code if you test something
Wdym?
Looks like Paradox ran into an issue with it
Idk it worked fine for me
@balmy rapids can you send your full log please?
check
Btw @marble sluice can you look into checking why the position doesn't auto apply with FurnitureLock? I would guess something is setup improperly
@rain prawn Maybe you can help
I got rid of SmartItemSaving
Although I don't think that's the problem
It does not initially appear in the config
Auto unlock
This config set to true means it's an Unlockable, not that it's Unlocked at Start
Well then itās not even in Storage by default
Did you set it to false?
Do I really have to install mods that buy them by default...
No
Try setting it to false
0_0
This helped...
Apparently the default config removed it immediately
Okay, let's leave it as it is
problem solved xD
So nice to be able to move the chute. Now, can we adjust where the items spawn from? Because there are some items that can be... a little too small and end up falling into the chute itself and become impossible to grab.


