#Ship Inventory

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nimble viper
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oh yeah and GetItem to extract the Item from ItemData šŸ™‚

marble sluice
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np :3

winged wren
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i just noticed the localization file has been added šŸ™ šŸŽ‰

marble sluice
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You just had to look in your mod manager -^-

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also, for people interested into adding new language, note that you will need to update them yourself. I don't speak all languages -.-

winged wren
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yeah i did get the file from my mod manager, but ive made changes

winged wren
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did you mean to remove the check that disables the "retrieve x" cursors when the inventory is empty?

marble sluice
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No, but I'm aware I did

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Like it should be there, but I just didn't add it back

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but only Retrieve Random crashes so

winged wren
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ok, good to know, thanks!

golden smelt
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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

quaint ginkgo
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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!

urban oriole
quaint ginkgo
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oh does it

urban oriole
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yeah its fine where it is

quaint ginkgo
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hm ok i didnt think so because i had my mod on from before which changed its pos

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i was gonna put it there

urban oriole
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if you want to do that thats fine but the chute is fine where it is

quaint ginkgo
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ok ill just leave it

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actually ill just change its position / not so people dont have to take the mod off if they switch

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for ease of access i guess

quaint ginkgo
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or am i bugged

urban oriole
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yeah

quaint ginkgo
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oh ok

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i might change it a little then

urban oriole
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i use lethalpipe removal so that isnt there for me

quaint ginkgo
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im not sure about it clipping

urban oriole
marble sluice
quaint ginkgo
golden smelt
marble sluice
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Oh okay so I probably looked at the wrong entry then

quaint ginkgo
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#1289581619107332197 : This is for anyone using #1279117315941732443 or #1289403092307279907

winged wren
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what do you guys think of this "keep inventory" section?

marble sluice
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Could try this format?

Keep inventory:
> On crew wipes: No
> When fired : No

winged wren
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oops, did I undo the alignment you had going

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...i did...

marble sluice
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its fine lol

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I will be reviewing the format anyway

winged wren
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its cause in the first iteration, the labels were so long, i right aligned everything along the colons

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but it was too long, and then i forgot to put it back

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aside from the alignment issue in the left one, this is what it might look like with and without the >

marble sluice
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Looks better with the >. The other one looks more like a formatting error

winged wren
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my one thought is that the > in lethal company usually indicates something the user can do/interact with, such as these

marble sluice
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hmm

winged wren
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(pr 17 does not include this)

marble sluice
winged wren
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yeah i can give it a shot

marble sluice
winged wren
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i was gonna keep it separate as this is kinda moving away from ux and more just adding something that wasnt there

marble sluice
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fair lol

winged wren
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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

graceful garden
quaint ginkgo
quaint ginkgo
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(minimusubi) it auto replied when I remixed so it’s not for you soz

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I havnt used this mod yet but I assume you need to have this enabled

marble sluice
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in order to have the inventory saved, yes

graceful garden
# quaint ginkgo

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

marble sluice
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hmm

quaint ginkgo
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Yeah this is something for the OP as I assume this is a bug

graceful garden
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We just updated the mod from the last most-recent version and started new saves (all slots were cleared prior to starting)

graceful garden
marble sluice
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yeah thats what I thought

graceful garden
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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?

marble sluice
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its either super easy to fix or super hard

quaint ginkgo
marble sluice
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yep its easy

graceful garden
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Hoping it isn't a whole ordeal

marble sluice
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it does indeed clear every day

quaint ginkgo
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Btw if there are any mods that this mod is in a wrong position for I’m happy to update the mod I made #1289581619107332197 just contact me. So you don’t have to do the hassle as I already made the basic logic

marble sluice
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hmm ig its easier than making the chute movable

quaint ginkgo
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Well if you want to do that it’s fine

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Just giving the option in case you didn’t want to code each part for each mod

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It would probably have desync issues too being movable

marble sluice
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yeah no I'm not touching the movables again

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1.1.3 has been the shortest version to have ever lived: 36 minutes

quaint ginkgo
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lol

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I hate movable objects

graceful garden
marble sluice
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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
quaint ginkgo
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Well so far the only two mods that I know about with position issues were #1279117315941732443 and #1289403092307279907 so shouldn’t need to change much for long

golden smelt
marble sluice
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ye

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this is the main bug fix

golden smelt
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thanks! šŸ˜„

young lotus
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does the ship inventory have sync with clients now?

marble sluice
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?

coarse wolf
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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

marble sluice
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Is the player getting stuck while respawning or is the body getting stuck while retrieving it?

young lotus
deep bison
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versions above 1.1.2 breaks selene's choice

coarse wolf
marble sluice
marble sluice
coarse wolf
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Yeah, i think just disabling putting bodies in there fixes the issue

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Its a stupid thing to do but i know some who will do it on purpose KaguyaStare
Or out of curiosity i suppose

marble sluice
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The worst part about this is that this bug came out of another bug fix

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Easy to fix nevertheless

quaint ginkgo
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Note to self: dont put a belt bag in storage

marble sluice
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Yeah no I think they are certain items that should not be going inside the inventory

quaint ginkgo
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i had 11 other belt bags inside :(

marble sluice
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belt bags inside belt bags?

quaint ginkgo
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yes

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beltbag-ception

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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

coarse wolf
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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

marble sluice
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isnt this already what the blacklist is?

young lotus
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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

wintry silo
gritty pumice
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that's an option but not on by default

young lotus
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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

coarse wolf
young lotus
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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

marble sluice
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Uh?

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Its totally 100% an intended feature :3

coarse wolf
marble sluice
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I should probably make a better UI for it at some point

proven widget
coarse wolf
winged wren
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what was the initial motivation behind preventing the chute from being interactable if there's scrap on it?

marble sluice
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The player can't pick up the item while the chute is interactable

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The interact collider blocks the pick up raycast

winged wren
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oh, that makes sense

marble sluice
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Also makes more sense in the "lore"

winged wren
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how do you feel about being able to put items on the chute into the inventory

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the reverse of retrieve

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aka, i hit retrieve all, grab some of the scrap, then i hit store, and everything that was still there goes back in

marble sluice
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i wouldnt be against

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but I would need to change the collider for the detection

winged wren
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demo

marble sluice
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me when video plays

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(works outside discord)

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yeah seems good

winged wren
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i just repurposed the existing ChuteInteract.itemsInChute

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i havent tested in mp yet, and there's no delay in despawning and re-storing the items

winged wren
marble sluice
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fr*ck

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Welp

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More work ig

winged wren
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btw #14 needs to be reopened

quaint ginkgo
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do you plan on fixing the bug where it says you collected no scrap for that day if you put it in ship inventory?

ripe kettle
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I work around that by making it so you can only place scrap in the chute while in orbit

winged wren
sage surge
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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.

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(I didn't get the time to test the mod without any of the other ones)

lavish notch
quaint ginkgo
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I doubt it’s ship inventory fix as it only touches the position of the inventory

sage surge
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Yeah that's what i was thinking

sage surge
quaint ginkgo
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when i was using custom scrap it worked for me tho

sage surge
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Only like 2 custom scrap mods iirc

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But it was never an issue before

lavish notch
sage surge
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Ohhhhh

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That makes things a lot more convenient

reef minnow
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(this is the actual value it's just really funny)

winged wren
marble sluice
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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)

rancid crown
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You can also trigger PlayerControllerB.SetItemInElevator(bool, bool, GrabbableObject) which adds to the scrap collected.

marble sluice
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But the item gets despawned

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iirc, the game checks all the items in the ship and sums the value of the ones that are not marked as persistent

quaint ginkgo
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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 don’t know how you would calculate scrap being taken then put back in that wasn’t apart of that quota

rancid crown
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Since that's the only place it updates scrapCollectedInLevel.

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Besides the scrap generation which resets it.

marble sluice
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No matter the solution, I still have the same problem: once added, the value can't be removed

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Who ever did this, good job

quaint ginkgo
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Murder is not illegal

rancid crown
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I thought the problem was simply the "scrap collected" wouldn't update if you depositted it.

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Without dropping it first.

marble sluice
rancid crown
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Without being related to the scrap spawned for that round?

marble sluice
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ig I could try and see if it works

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Also, question for the modder:
Is there something I should change/add/remove in the current "API"?

rancid crown
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When you mean API...

marble sluice
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ItemManager in my case

marble sluice
rancid crown
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Hm okay.

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So just include the ones depositted that didn't persist through rounds.

marble sluice
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so I basically need to keep track of this client side

rancid crown
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I mean uhh.

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You still keep track of GrabbableObject or not?

marble sluice
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no

rancid crown
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Hm sad.

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Because it already has bool for persistence.

marble sluice
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the items get destroyed and reduced to a data format

rancid crown
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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.

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These seem plausible to do.

marble sluice
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@rancid crown Sorry to ping you, but is there a way for me to take items from Containers like the ShoppingCart and WheelBarrow?

rancid crown
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From what I can remember, I think it does GetComponentsInChildren to get all the items parented to it.

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Including itself.

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I don't remember being a list where the item references were stored.

winged wren
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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

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i swear i looked at unloadSceneForAllPlayers though

marble sluice
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This feature has been implemented in the version on the github

marsh perch
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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

quaint ginkgo
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That’s actually. Cool idea

noble night
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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?

quaint ginkgo
noble night
quaint ginkgo
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Hm not a clue confusedcat

wintry silo
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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

wintry silo
marble sluice
marble sluice
marsh perch
marble sluice
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thank you lol

noble night
marble sluice
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That sucks...

shy beacon
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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.

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the only mods i had that i think could affect the appy would be facility meltdown, this mod, and cullfactory

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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

alpine ginkgo
shy beacon
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i figure its something with meltdown

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could that also be why i couldn't grab the appy when it was docked

alpine ginkgo
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Yeah

shy beacon
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is there anything i can do to fix that then

alpine ginkgo
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I haven't used Facility Meltdown in a long time

willow karma
quaint ginkgo
willow karma
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"prob facility meltdown"

turbid fable
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you haven't had the experience of trying to debug something from lunxara

marble sluice
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its probably a problem caused by SI, but the error doesnt come from me

alpine ginkgo
marble sluice
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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

shy beacon
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I didn't see if it fixed the weird positions for apparatus so if it didn't then something else is at play here

shy beacon
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just tested appy dock, it appears like normal again, and i didn't see any ghost appys near the ship

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so i think it was additionalnetworking in the end

marble sluice
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thats what the console says too

shy beacon
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yea

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glad it's not this mod or meltdown cus these both really improve the experience

proven widget
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Why are you calling the Start method before spawning the NetworkObject?

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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

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Since that should be normal behaviour

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Also the Start method should be called automatically

marble sluice
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Brass bell

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It crashes when calling PlayDropSFX without calling Start

proven widget
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In ChuteInteract's SpawnCoroutine, could you call the LoadItemSaveData method on the server before you call Start and Spawn?

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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

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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

proven widget
rain prawn
rain prawn
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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

rain prawn
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sadly Forced Order of Execution:

  • on Host ( all in the same frame ):

    • Object.Instantiate() ( this will also call Awake() 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 call OnNetworkSpawn() on all components that have the override or the basefunction from NetworkBehaviour )
    • 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() and OnNetworkSpawn() 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 )
  • On Client:

    • you receive the RPC some ticks after the object is instantiated
    • GrabbableObject.SetScrapValue(int)
    • GrabbableObject.LoadItemSaveData(int)
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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();
}
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where the yield return null are used to delay each by 1 frame

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actually you probably want the sound to be heard by clients too. so you 100% need to put that in a RPC

proven widget
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Well said @rain prawn

willow karma
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Coulda said it better myself tbh @rain prawn

marble sluice
livid onyx
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So I know I saw it in this thread but somebody put the apparatus into the inventory

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If I do ā€œwithdraw allā€ it tries to take it out first and breaks the ship inventory

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I can withdraw almost everything else by type but the apparatus, a body, and some toilet paper I can’t get out lol

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Is there a fix?

marsh perch
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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

livid onyx
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Is the vanilla apparatus confirmed to work? I’m trying to think if it was with a modded interior’s app but I don’t think so.

rain prawn
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did you have AdditionalNetworking

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the update prior to yesterday could potentially break badly. but in general it seems to be an issue from ShipInventory

livid onyx
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I do not believe I have it, appreciate you looking out tho fr

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I should maybe get that though it looks nice

livid onyx
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Ok so I figured out that I actually could get the apparatus out

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And it was actually a Body that someone put in, no idea why, that breaks the chute

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I’m gonna blacklist Body obviously but you might want to have it default blacklisted too

proven widget
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The body is a weird item

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Should be blacklisted internally

livid onyx
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It should yeah, but apparently isn’t

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I fixed it by getting everything else out besides the body, uninstalling the mod, saving, and reinstalling the mod

marble sluice
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In v1.1.4, it isnt

shy beacon
#

can't imagine why you'd want to put a body in it anyway since they get cleared automatically at end of round

marble sluice
livid onyx
marble sluice
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maybe you just know something we dont :3

livid onyx
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Turning it off and on again confirmed to fix

marble sluice
#

šŸ‘€

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also thank you for almost 15k downloads 🤩

alpine ginkgo
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lol

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Also congrats :3

shy beacon
marble sluice
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Mostly bug fixes related to items (like you cant reuse an used item, you cant put a body inside, the bug described above)

shy beacon
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was anything regarding the retrieve logic that matty mentioned included?

shy beacon
#

nice

livid onyx
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Thanks for blacklisting putting bodies in, no idea why one of my friends did that lmao

alpine ginkgo
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items placed inside it endlessly duplicate

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Not sure if it's your fault or an issue with @proven widget's SellMyScrap compat but yeah

thorn rune
willow karma
#

how to reproduce + logs would help

thorn rune
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I don't use SellMyScrap, it might be an incompatibility

alpine ginkgo
#

It might be SellMyScrap

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repro steps are easy

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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

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@proven widget

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I have a clip

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One sec

proven widget
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I think I know what you are talking about >w<

alpine ginkgo
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You need to fix

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Lol

lavish notch
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if you type sell all once and then orbit afterwords, will it all be cleared?

lavish notch
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So any item in chute is there forever?

alpine ginkgo
#

If you sell them with SellMyScrap yes

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It's not properly taking them out of the chute

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Crit's gotta fix it

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XD

proven widget
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Looking into it now

willow karma
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average untested mod šŸ˜”

proven widget
#

Your mods are more untested

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This is just a weird edge case

willow karma
#

not true smh

lavish notch
willow karma
#

gal release had ONE multiplayer bug and people cant forget about it smh

alpine ginkgo
#

Xu's already abandoned DevilDeal

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lol

lavish notch
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Critt i'll attempt to test it on stream right now loll

alpine ginkgo
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On stream today

lavish notch
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just to see if it happens in my pack. Cause I've never noticed it happen before.

proven widget
willow karma
alpine ginkgo
willow karma
#

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

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the only bug im aware of is the being fired one

alpine ginkgo
#

Lol

willow karma
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he sent me a 50mb log that lead nowhere

alpine ginkgo
#

ā˜ ļø

alpine ginkgo
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Idk what it's trying to "fix"

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It's too long to be able to clip

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v.v

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The driftwood samples and apparatus reappearing were dead giveaways XD

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Heckin CritHaxX peepoGiggles

proven widget
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Waaaaaaaa

alpine ginkgo
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XD

shy beacon
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no reason given why it was forked

gritty pumice
#

7

marble sluice
marble sluice
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What does it even change ???

rancid crown
#

Nothing, it's gone.

marble sluice
#

They stole 10 downloads T^T (jk lmao)

proven widget
#

I guess I could just remove the StoredItems myself after I Enqueue them

marble sluice
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Could you enlighten me on the "StoredItem"? Im not sure to fully remember what it is

proven widget
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I've managed to get something working just need to multiplayer test it

marble sluice
proven widget
marble sluice
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If it worked before, i dont see why it shouldnt now

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Looking at the commits after 1.1.4, i dont see anything that could've changed ItemManager massively

proven widget
#

Okie

proven widget
willow karma
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ItemData is properly serialised so you can put it into an rpc?

proven widget
#

OMG

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I think I figured it out @alpine ginkgo @lavish notch

proven widget
#

@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

alpine ginkgo
#

Nice

proven widget
#

I'll push the update soon

lavish notch
#

You're the best!!!!

balmy rapids
#

I activated the command to throw everything away on the ship during the landing on the moon and all the loot was gone xD

balmy rapids
#

I can't get some items :с

marble sluice
#

:c

heavy finch
balmy rapids
#
  • 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

hushed spruce
#

idk if this was mentioned already

but the mod does not work on files that have progress (chute does not let me store things)

livid onyx
hushed spruce
#

please dont tell me a little bulb couldn't let me store scrap 😭 šŸ™

hushed spruce
#

oh and i suggest a config for a scrap whitelist so that way i can add these items that for some reason dont save

marble sluice
#

If they are not allowed in the chute, its because the item is not valid

hushed spruce
#

like it literally just cant go in the chute

#

i mean alr

marble sluice
#

What is the item?

#

And what is the message it says?

hushed spruce
#

it says uhh

#

i think it literally just says item not allowed

#

and its a modded item.

#

its a pipe.

marble sluice
#

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
hushed spruce
#

dang.

#

i really wanted to store it :c

#

cause it doesn't even save lol

marble sluice
#

Would have to check manually to see what is the problem with it

hushed spruce
#

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.

quaint ginkgo
#

I don’t know if this is an issue on my end, or if ship inventory normally does this.

hushed spruce
#

im assuming it normally does this, your just lucky

people probably dont think about storing belt bags in it either

quaint ginkgo
#

I don’t know I’m the developer of Ship inventory position fix which you are using.

It’s most likely a ship inventory issue as I move the asset as a whole but something could get messed up somehow

marble sluice
#

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

hushed spruce
#

i put the vehicle manual in there by the way, and it comes up as "???"

#

once i go to retrieve it, nothing happens.

proven widget
#

The items that come with the ship and vehicle don't have spawn prefabs in their item data

balmy rapids
#

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 šŸ˜…

thorn rune
#

I believe that would need to be addressed by GI's dev

proven widget
#

^

marble sluice
#

GI doesn't have a proper API for this

#

Already tried to make it work, but it led to multiple bugs

versed wraith
quaint ginkgo
languid moss
#

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

modest olive
#

@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

balmy rapids
#

Due to the fact that there was an event changing scrap, I couldn’t put it in Ship Inventory xd

#

The problem is probably on Brutal's side

#

reboot helped

modest olive
#

i think this could fix the issue yeah

clear moat
#

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...

balmy rapids
#

Snap camera, if a ghost camera appears - other players don’t see it - one picks it up and something incomprehensible begins...

#

But that's not certain

clear moat
#

I mean like the ship command on terminal returns different values for non host players

balmy rapids
#

Well, by the way, this happened to me too

#

Sometimes I couldn’t get items out, I had to sell everything through Sell all if I was a client

clear moat
#

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?

languid moss
languid moss
balmy rapids
#

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...

languid moss
clear moat
#

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

marble sluice
#

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 šŸ’œ

languid moss
versed wraith
#

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.

untold nebula
#

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

shy beacon
#

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

shy beacon
#

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

untold nebula
#

But I mean that's fine

shy beacon
#

it's really only a visual issue, and the way to fix it would be to have custom apparatuses have unique names

proven widget
#

I thought the chute stored the items by their index

#

Instead of item name

shy beacon
#

i thought so too, idk why a normal app goes in, and the starlancer app comes out

proven widget
#

Weird

untold nebula
proven widget
marble sluice
#

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)
proven widget
marble sluice
#

v1.1.6 just released! It isn't a big update, but here are the two main things:

  1. 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.

  2. 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

clear moat
#

What happens if the host dies when selling scrap?

#

and set to host only

marble sluice
#

skill issue

clear moat
#

lol

marble sluice
#

but ig the host could always change the permission

clear moat
#

yeah but itd be too late

marble sluice
#

no?

#

it doesnt require a reload

clear moat
#

lol in that case yeah

#

permission is in terminal?

marble sluice
#

no

#

just configs

clear moat
#

ah

marble sluice
#

ye

modest olive
#

nice thanks

proven widget
marble sluice
#

The fix should be super easy since I just changed itemProperties.itemName to itemProperties.GetInstanceID() :33

proven widget
versed wraith
#

@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?

marble sluice
#

Not that I'm aware

slate ruin
#

Since the new update the inventory is bugging out

#

Even on a new save made after the update

#

some loot just gets lost

rancid crown
#

Logs are always appreciated.

slate ruin
#

No errors in log

#

Or any info

marble sluice
#

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

versed wraith
# marble sluice Not that I'm aware

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.

alpine ginkgo
#

I'm gonna downgrade after today til you fix the mod or just remove it most likely

proven widget
#

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

marble sluice
#

well now I have an item I can bug the inventory with

marble sluice
alpine ginkgo
proven widget
#

LethalLib has a public static List of ScrapItem called scrapItems.

marble sluice
#

alr thank you

proven widget
#

Could be a better way of storing items

#

Using their itemName + modName

marble sluice
proven widget
marble sluice
#

and that only covers modded items that use this

proven widget
#

What do you mean?

marble sluice
#

oh okay no I understand where you are going

proven widget
#

Okie

marble sluice
#

Instead of using IDs, I would create ids for items "MOD_NAME/ITEM_NAME" and then just look if X item is valid

proven widget
#

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;
}
marble sluice
#

welp time to steal :3

proven widget
#

Hehe >w<

marble sluice
#

So the mod is always SI

proven widget
marble sluice
#

ShipInventory

#

Assembly.GetCallingAssembly() always return my DLL

proven widget
#

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

marble sluice
#

Why a soft dependency?

#

wouldnt it be a hard one?

proven widget
#

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

proven widget
#

You could also cache if LethalLib is installed

balmy rapids
#

Adding a mini-plate displaying the number of items and their total cost in the future? Or is this not particularly relevant?

tropic sand
#

I swear, people and Tenor.

#

[ It's not your fault, I blame Tenor for existing. ]

marble sluice
#

Whats wrong with it?

tropic sand
#

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

marble sluice
#

Oh

#

True

tropic sand
#

so it always sets off alerts lol

marble sluice
#

I assume this one did?

tropic sand
#

So basically we get a notification every time someone uses a tenor gif anywhere

#

Yeah lol

marble sluice
#

-w-

#

Sorry

tropic sand
#

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

marble sluice
#

Cant even send an amazon link without nitro lmao

tropic sand
#

Ahh yeah, message length limit šŸ˜„ Bahahah

late talon
#

Despite how simple it sounds, that seems painfully complicated to actually implement...

#

Oh why was I scrolled up agh

shy beacon
#

Amazon's normal urls are atrocious

azure solar
#

well, i guess my run is bricked

balmy rapids
# azure solar 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

azure solar
#

ill just, empty out all the items before updating or adding new mods

marble sluice
#

there is a huge issue with items and client sync

shy beacon
#

is there a way to flush the unknown entries from the pages?

marble sluice
#

No

#

But I think I will change it so invalid entries will be discarded instead of showing up

proven widget
#

@marble sluice Are you going to implement the item saving method I suggested?

marble sluice
#

Didn't have the time to implement it

#

I'm going to

#

Just, whenever I'll be done with school

proven widget
#

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.

marble sluice
#

Hmm yeah

balmy rapids
#

Or is it too risky and there might be problems?

quasi igloo
#

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

marble sluice
#

Just pushed a small update that fixes the issues concerning items: https://thunderstore.io/c/lethal-company/p/WarperSan/ShipInventory/

Two things mainly changed:

  1. 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)
  2. 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
shy beacon
merry gull
#

Wish u could move the chute

#

Is there any reason you can't?

late talon
#

The interaction stuff probably can't be mobile

#

Only movement I've seen is that patcher to move it on bigger ships

merry gull
#

Figured, but also slightly confusing considering you can do just that /w the cupboard

proven widget
#

This doesn't look good >w<

#

This error happened when the game saved

proven widget
#

I think you need to save the item data as a JSON string instead of passing in the type

merry gull
#

Yup, I figured this would happen. When I restart my game, all of my scrap is lost.

#

I will be uninstalling this mod for now until this is addressed

void bay
#

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.

late talon
#

For SellMyScrap, they'll have to update since they're trying to look through the ship inventory, and the inventory is different now

proven widget
#

@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

late talon
#

Thanks! Y'alls work drastically lowers my team's death rate on gordion <3

proven widget
#

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.

proven widget
marble sluice
marble sluice
marble sluice
#

@proven widget @merry gull Just pushed the patch in 1.1.8 so now the saving works

merry gull
#

W!... Although, I didn't have SellMyScrap installed

#

Was it just patched in general?

marble sluice
#

Ye

merry gull
#

Cool shit, readding it rn

#

Thanks

marble sluice
#

Might take a bit until the update is actually out cause Thunderstore

merry gull
#

Aight

odd bobcat
#

Was hoping I could use this to only store tools.

merry gull
#

Can't u do that?

odd bobcat
#

Other than adding every single non tool item to the blacklist, I don't see how.

lavish notch
# odd bobcat Was hoping I could use this to only store tools.

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.

eternal marten
#

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?

merry gull
#

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

lavish notch
merry gull
#

Hasn't been updated in 9 months

#

But I haven't had any issues /w desyncs of said mod up until this point

lavish notch
merry gull
#

Mm

lavish notch
merry gull
#

Probably because it didn't exist then

lavish notch
#

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,

untold nebula
#

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

marble sluice
untold nebula
#

like it'll just turn into a default app

late talon
#

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?

silk flower
#

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

marble sluice
#

That could be a bug from shipinventory and vanilla

untold nebula
marble sluice
#

No

#

I will need to check this specific case

untold nebula
# marble sluice No

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

marble sluice
#

If its not already the case, create an issue on github and i will take a look whenever im free

untold nebula
lavish notch
coarse wolf
#

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

marble sluice
#

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)

lavish notch
lavish notch
# odd bobcat No.

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? šŸ¤” 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.

balmy rapids
#

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

merry gull
#

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

lavish notch
deep ferry
#

guys

#

i cant retrieve my ittems back?

#

im on "The "Company"

marble sluice
#

Look at the console

deep ferry
#

ship>retrieve all>yes

#

but it doesnt working

marble sluice
#

I meant the console console -.-

deep ferry
#

didnt understand...

#

okay solved...

#

host retrieved all

marble sluice
#

The black window when you launch the game in modded

deep ferry
#

oh kay

rancid crown
#

It would probably still help post those logs to see if there's any fix needed.

quaint ginkgo
#

@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. PixelVeryHappy

young lotus
#

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

lavish notch
#

You can set what you want capacity at and even remove the need to shake the can.

young lotus
quaint ginkgo
young lotus
lavish notch
#

I think those issues did get fixed.

#

Just make sure your players don't spam it in the ship.

marble sluice
#

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.

proven widget
#

I don't use wifi peepoGiggles

void bay
marble sluice
wintry silo
marble sluice
#

No

wintry silo
#

sad šŸ˜”

marble sluice
#

I mean what could it be?

wintry silo
#

just like rare scrap

marble sluice
#

Fair enough

quaint ginkgo
young lotus
#

is there issues with having ChuteDelay set pretty quick? i currently have it at 0.2

marble sluice
#

Normally no

late talon
#

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?

marble sluice
#

Do the items say something like "cant grab before landing"?

late talon
#

No they're just not interactable, only text to find is the one for putting stuff in which works fine

marble sluice
#

In the settings, go to debug and set the override to (i dont remember the value ;-;)

quaint ginkgo
marble sluice
#

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

quaint ginkgo
marble sluice
marble sluice
#

144p plink -w-

quaint ginkgo
#

At least it’s plink

marble sluice
#

True

quaint ginkgo
#

On the inventory texture just add a little plink in the centre

marble sluice
#

But i would need to modify the texture

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Which I totally made myself and didnt steal online

quaint ginkgo
#

Just pull a Fumo and add 2948 GameObject.find

marble sluice
#

wot

quaint ginkgo
quaint ginkgo
#

PART-TIME

marble sluice
quaint ginkgo
untold nebula
#

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

wintry silo
quaint ginkgo
#

At runtime

shut sparrow
#

so i had a weird bug happen to me

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whenever i asked the chute to spit out the items, it would only spit some of it

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and the rest is just stuck in there lol

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yes i reopened the server, and it didnt spit everything

marble sluice
#

what is the limit for the chute?

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The max chute capacity

shut sparrow
#

we had way less than that

marble sluice
#

hmm

shut sparrow
#

around 60 i think?

#

it might be an incompat issue, idk

marble sluice
#

I could be

#

anything in the console?

marble sluice
#

Two things for v2.0.0

glass lily
#

yay

marble sluice
#

this might be the biggest update for this mod

#

(also changed on items are managed, hopefully fixing client desync)

shut sparrow
#

but ill send the logs just in case

marble sluice
#

ye

shut sparrow
marble sluice
#

let me take a look

#

ShipInventory wasn't even loaded

shut sparrow
#

ig we deleted the mod when that happened

#

shit

marble sluice
#

-w-

shut sparrow
#

ill just enable it back in, if we get that same error again ill let you know

marble sluice
#

alr

untold nebula
# marble sluice -w-

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

shut sparrow
#

if its the same issue you can use his log for it

untold nebula
# shut sparrow like mine?

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

marble sluice
#

that sounds like a desync

untold nebula
#

same here, I was the host when I noticed my bug

untold nebula
shut sparrow
#

weird..................

#

wait actually

#

someone updated their mods midway through the game

marble sluice
#

wait

shut sparrow
#

and when we relaunched

#

it mightve desynced everyone because of it

marble sluice
#

the weird part is that its the host that desynced

untold nebula
marble sluice
#

ye then its a desync

untold nebula
#

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? 😭

marble sluice
#

the host can always retrieve because the system is based on the host

untold nebula
marble sluice
#

because the clients were desynced

untold nebula
#

how does that happen?

marble sluice
#

honestly, no clue

#

probably a request not going through the network

#

or something stupid like that

shut sparrow
untold nebula
#

so no fix atm? I honestly use very well known mods. I do remember putting a pjonk's golden egg in there

shut sparrow
#

someone updated their mods when launching the game without us knowing

untold nebula
#

I don't tend to use broken not well known ones

shut sparrow
#

while me and the rest didnt

marble sluice
untold nebula
#

thank you 😭 šŸ™

shut sparrow
#

so, disable this mod until further notice?

#

got that

marble sluice
#

As far as I can see in the given log, ShipInventory never threw an error

shut sparrow
#

i checked the logs and nothing showed up

untold nebula
#

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

marble sluice
#

I couldnt say what the issue is

#

Your side seems fine

#

Probably the host side has errors and shit

untold nebula
marble sluice
#

Then I have no clue what could be the problem :/

untold nebula
#

I might be able to still get them

#

I'll go see rq

#

Nope, I can't get them šŸ’€

#

If it arises again, I'll send the logs, I'll prob be host next time

marble sluice
#

np

#

im doing a test round (with your modpack and with the newest version)

untold nebula
marble sluice
#

If no problem occurs, I should release it today or tomorrow

marble sluice
#

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.
alpine ginkgo
#

@quaint ginkgo o7 on your mod bud

marble sluice
#

its still useful

merry gull
#

PEAAKK

alpine ginkgo
#

I figured moving it and furniture locking it will essentially deprecate it

quaint ginkgo
marble sluice
#

The mod is still useful, because the initial position might not be good on all ships

quaint ginkgo
#

Oh I see

#

@alpine ginkgo if possible could you test if my mod still works? I’ve literally just hopped of for the night as I got this ping

modest olive
marble sluice
modest olive
#

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

marble sluice
quaint ginkgo
#

Hm ok, I might just cut support anyways as the main purpose of it is gone other than the start of the game

lavish notch
#

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.

late talon
gritty pumice
#

exactly as it says

#

anyway probably furniturelock

late talon
#

Pretty sure it wasn't previously a dependency is all

gritty pumice
#

now it is

marble sluice
#

Ye

#

Needed it to handle error items

#

I suppose it could've been a soft dependency

gritty pumice
#

most people stopped using it since it's saving stuff was also put in LLL iirc

marble sluice
#

Ohh

gritty pumice
lavish notch
gritty pumice
#

Works fine for me if I have it as an unlockable

lavish notch
#

Both completely break it for me.

gritty pumice
#

🤷

marble sluice
#

uh?

merry gull
#

U can't move the thingie for some reason

lavish notch
#

[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

merry gull
lavish notch
#

Its breaking with the steam overlay now.

marble sluice
#

Welp

lavish notch
#

@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.

marble sluice
#

I'll start working on the fixes I can do on my side

#

Thunderstore just said "no" and ruined the language

gritty pumice
#

Is it intended to be able to move the Inventory if it's unlocked at start?

marble sluice
#

you can always move the inventory

#

as I said, the collisions are funky

quaint ginkgo
#

Have you tried testing multiplayer too

marble sluice
#

yes

quaint ginkgo
#

Have you tried testing 74 player too

quaint ginkgo
#

I can get a team up if needed kit_uuh

lavish notch
marble sluice
quaint ginkgo
#

PixelKofi Buy me a coffee for chatting

late talon
#

Don't think anything supports more than 32 anyways

gritty pumice
quaint ginkgo
marble sluice
quaint ginkgo
late talon
#

I'd imagine people have to stand on the roof during takeoff just to fit on a standard ship

quaint ginkgo
#

I can image a dog doing a backflip

alpine ginkgo
marble sluice
alpine ginkgo
#

Glad I took tonight off now it gives mod devs time to update their stuff

lavish notch
alpine ginkgo
marble sluice
# merry gull U can't move the thingie for some reason

Two bugs:

  1. Missing texts. It's Thunderstore f*cking me over. Should be really easy to fix
  2. 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
quaint ginkgo
late talon
#

SmartItemSaving does some ID handling but afaik it's supposed to cede to lethallib...?

marble sluice
#

different ids

#

The IDs for the unlockables

proven widget
marble sluice
#

it was all well structured 😭

#

its already fixed but I'm mad

proven widget
#

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

marble sluice
#

Could make it like you, but subfolders arent that important for this

marble sluice
late talon
#

LethalLevelLoader

marble sluice
#

alrrr

marble sluice
#

I'll take a look how I can use LLL instead of SmartSaving

marble sluice
#

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
proven widget
#

I just released an update to StreamOverlays to fix the compat issue with the latest version of ShipInventory

marble sluice
#

should work with v1.2.1

#

didnt touch the items

proven widget
#

Nice

marble sluice
#

im gonna check anyway just to make sure

#

yeah it should be fine

young lotus
# untold nebula how does that happen?

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 AnimatedPlink

marble sluice
#

hehehe :3c

#

Honestly, for the base ship, its either there or besides the terminal

balmy rapids
#

wow, if everything turned out great, I'm just glad. Thanks for a new version of synchronization in the future :3

marble sluice
#

The new system is already here tho?

untold nebula
#

did this mod autoinstall smartitemsave?

#

for some reason it's in my modpack after some update\

marble sluice
#

For 1.2.0 it was

#

But shouldnt for 1.2.1

untold nebula
#

that's weird, I've never noticed it until now

marble sluice
#

I dont even remember why I used it

#

Kinda just existed

young lotus
#

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) šŸ™‚

balmy rapids
#

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...

alpine ginkgo
balmy rapids
alpine ginkgo
#

SellMyScrap should be 1.10.1

balmy rapids
#

I wouldn't test and talk about problems unless they are updated

#

?

alpine ginkgo
#

@proven widget

#

Looks like your SellMyScrap update isn't working properly

balmy rapids
alpine ginkgo
balmy rapids
#

0194164f-a509-763e-f63f-ffdb3f0190ac
Profile code if you test something

alpine ginkgo
proven widget
#

Idk it worked fine for me

alpine ginkgo
#

@balmy rapids can you send your full log please?

balmy rapids
alpine ginkgo
#

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

balmy rapids
#

I got rid of SmartItemSaving

#

Although I don't think that's the problem

#

It does not initially appear in the config

#

Auto unlock

gritty pumice
balmy rapids
#

Well then it’s not even in Storage by default

gritty pumice
#

Did you set it to false?

balmy rapids
#

Do I really have to install mods that buy them by default...

balmy rapids
gritty pumice
#

Try setting it to false

balmy rapids
#

This helped...

#

Apparently the default config removed it immediately

#

Okay, let's leave it as it is

#

problem solved xD

void bay
#

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.