#Ship Inventory
2430 messages Β· Page 3 of 3 (latest)
Does moving the chute not allow you to grab the item that fell and got stuck?
I haven't had an issue with Furniture lock and the chute, used lethalconfig to copy the values and tested a fresh save, got it locked next to the terminal on the wall in the vanilla ship
Just released v1.2.2, just mostly aims at fixing the recent bugs:
- A locked screen when the chute is not in the ship (stored or not bought)
- Entering a game with "IsUnlock" at false will permanently unlock the chute (even if you set it to true, the chute will be unlocked)
- I tried this version with FurnitureLock and everything seemed to work fine (I could fix it, prevent storage, etc)
I've noticed that some items just don't work with the chute. My guess is that they are on a different layer and I don't check on this particular layer. If this happens, you can simply drop/retrieve an item inside the chute and grab the item stuck
So just wanted to let you know it seems it's not affected by ShipColors anymore, was the name changed at all?
Uuhhh would've to check
Yeah cus it used to be registered as VentChute(Clone) lol
Its not anymore?
I dont think I changed that
Maybe its when it is called
I changed that
It shows up as orpheaned, maybe cus it's an unlockable now XD might be something for Darmuh to add compat for
Cus I know Melanie tried to make her Walls in her Furniture mod work with ShipColors as well and they also don't register
@nimble viper When you return perhaps you can look into this 
It does, but it would be nice if I didn't have to do that each time
prob naming issue
for gameobjects
this is what happens when u put maneater in ship inventory and retrieve it back
POOR BABY!!!
the alternative solution to items getting stuck behind the chute
how did you turn it upside down??
FurnitureLock
Yeah probably, wonβt be able to look till Iβm back lol
Hey I found a problem:
[23:24:14.9768270] [Error : Unity Log] ArgumentException: Value does not fall within the expected range.
Stack trace:
ShipInventory.Compatibility.LethalLibCompatibility.Extract (System.String id) (at ./Compatibility/LethalLibCompatibility.cs:24)
ShipInventory.Compatibility.LethalLibCompatibility.GetItem (System.String ID) (at ./Compatibility/LethalLibCompatibility.cs:47)
ShipInventory.Objects.ItemData.GetItem () (at ./Objects/ItemData.cs:39)
ShipInventory.Helpers.ItemManager.GetTotalValue (System.Boolean onlyScraps, System.Boolean onlyFromRound) (at ./Helpers/ItemManager.cs:107)
ShipInventory.Patches.StartOfRound_Patches.GetValueOfAllScrap (System.Int32& __result, System.Boolean onlyScrapCollected, System.Boolean onlyNewScrap) (at ./Patches/StartOfRound_Patches.cs:41)
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::GetValueOfAllScrap(StartOfRound,bool,bool)
StartOfRound+<unloadSceneForAllPlayers>d__273.MoveNext () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_00FD)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
Couldnt go into orbit at the end of the round, and could only retrieve items from the chute at random.
I had to copy and paste it from the bepinex command prompt because errors don't keep in the log, idk why.
Could you send me your modpack and tell me what were the last items you put in (if you remember)?
@rancid crown Sorry to bother, but I have an issue with InteractiveTerminalAPI where the title doesn't support different fonts. In this case, it doesn't support Chinese characters.
Is there something I have to do on my side to fix this or is it not supported by the mod?
That's a typical problem with fonts inserted at runtime as the size does not match what's shown.
This also happens with Milk Molar's tooth icon.
For example, vanilla's '$' also causes this effect, not as severe tho.
Is there something I can do to fix this or is it the problem of the Chinese Translation mod?
Maybe some way to tell it to double the title width?
Not sure because the issue is within the characters provided by the font.
That won't help because right now that picture only has three characters in the title, lol.
Because the "screen" is saying that it needs to change line because of these three characters.
Could you measure how many spaces you need for a certain string?
I assumed it was making space for 3 chars, but those aren't half-width chinese characters, so it needs 6 chars of space?
No because that's dependent on the font used.
yeah but you could measure it at runtime with the font
Which is different on each character on the font.
Plus programmatically I don't know the expected visual should be.
isnt there the width in the glyphs?
Again, the size used on the character according to the font does not match the size when visualizing it.
There, it shows that it occupies that much space meanwhile the text field thinks it's much larger.
:/
Because if the wrapping was effectively not doing its job correctly, the right parts of the screen would show in a new line.
But it's not shown here, they're too much in the right.
01941a38-7b41-cfad-e85d-2699d6d1ae4f is the profile (deactivated mods were deactivated before too), it has a lot of mods, but I was playing with ship inventory for about 4 quotas before this happened, and the chute worked as always
I remember putting in items from the Mithzan Scrap, but they were fine before, and a Magnifying Glass that I remember being wonky, since I couldnt inspect it anymore (not sure which mod let me do that)
Also also, I was in Assurance trying out an event from the gold scrap mod (I assume), the "Gold Rush", which showed up in the moon catalogue like a weather condition. Never had seen it before, it could've been the reason
Someone actually told me this and I thought it was a joke! Can you still store in it easily when flipped that way?
dont see why it shouldnt be possible
Wasn't sure if it upside down hides the store trigger or not. Either way that is brilliant and I can't wait to try it.
Yeah
Simply just make sure itβs not too low and/or blocked by a furniture, floor, etc.
now that customers are throwing loot at shipinv, they can't sell what's in inv through the sell command? because that's how it is now, only the host can sell from inv and pull items from there.
Yeah clients cannot see any scrap when using "view scrap" command, might need a @proven widget fix maybe? It was a limited play session since 1.2.x though so I haven't properly tested
Can you still see scrap that is not in the ship inventory?
testing right now with 1 host and 1 client, client can see with "view scrap" all items now, both on floor of ship and in chute (ship inventory) must be working! ill let you know if any issues
okay problem happens after loading a save game, client always see's " 0 " in the chute, "view scrap" shows them what is on the floor but not what is in the chute, this is the same save file where it was originally working as a fresh save, host didnt restart the game just went back to main menu and loaded save, sounds more like an issue with Ship Inventory now
Did this happen even after the client's inventory refreshed?
I dont have my client player with me to test further now, but I'm going to assume its one of those "host quits to main menu and loads save, without quitting the game" issue, ive seen a couple of those
as in wait the 15 seconds of sync or force a sync by retrieving an item from the chute?
Ye
Because I tried multiple times modifying a save and reloading it and it works qith ShipInventory
yeah always saw " 0 " in chute, even after landing at another moon and collecting new scrap, and putting that scrap in the chute
lemme check
no Errors in host log, ill check clients
yeah no errors in client log, ShipInventory logged that it loaded 1.2.2
Hmm
(Just to be sure, opening the ship inventory in this case showed no item? All options grayed out)
yeah all options greyed out for client, and the ship status for them had " 0 " items, for host all items are there
uhh
Yeah that seems like a SI issue
Could you send the client log so i can take a look?
ye
I might also make a temp build that will give more information about this
This is a bit useless, since it has none of the debugging logs :(
Here is a version that should give more information about the "desync" (?). It doesn't change much so you should be able to just switch the DLL manually from the files (and dont forget to enable debug logs :3)
debug log setting is in the config for ShipInventory yeah?
In bepinex
Need to add debug
Is that all the options you have access to?
Debug and All are the other options, ill add Debug to it, do I need your .dll still if I just turn on Debug?
uh preferably
kk
You dont need to but it will help me
yeah all good ill use your .dll on Host and Client machines
i have the sqlite files as well if you need them, (i assume because we're using AsyncLoggers)
Client started off seeing 11 items from the loading of the save but then dropped to 8 items and stayed there, even when adding more items to the chute, quantity stayed at 8 for Client, at the end of playing the Host could see 17 items in the chute, we sold everything at the company using "sell all" command from SellMyScrap, Client tried using the command first and sold 8 items, Host was able to sell the remaining 9 items after that
how does conditions work exactly ?
You make a lambda (or a method) that takes a player and return if the item is valid or not
by item name i assume?
(Should check if true = keep or remove)
You get the currentlyHeldServerObject and check if its yours
ahh ye ok ok thx
If the method returns false, the item is not valid
i figured it already with #1269100547147829298 message thx
It does look like a desync between the clients. Here, it's not really a proper desync, but the client just stopped asking for updates, which led to the desync. I will try to find a way to replicate this
It is already fixed
I'm just trying to squeeze the beltbag/shopping cart compatibility in v1.2.3
Just released v1.2.3 and here are the main changes:
- Added a simplified Chinese version for the configs
- Added support for Belt Bags, Shopping Carts (any container using Custom Item Behaviour Library) and a way for modders to convert their custom items into data (if the base method doesnt work)
- Fixed the bug where clients would simply stop asking for updates, causing desyncs
Ah, it's interesting. How do i convert my items into custom data?
Do you need to convert them into data?
this is kinda for saving a specific state of the item or not?
Its not for saving items into custom data
Its for saving items that arent a single item (like belt bag and shopping cart)
the best would be a way to save some variable state, like bool or int but yeah it will not work with this method for sure
Could you save it in the save data?
If you can store your data in an int, you could simply transform your data in an int and just use the base game saveData feature
i never tried saving it in the save data
but if i can just save an int, for some of my items thats not optimal, for example my job application will need two ints, 4 bools and a player target
basically a custom structure
:/
thats not that important tho, ship inventory conditions are well enough
Suggestion: It'd be more immersive if the item you're placing in the chute to play its drop sfx as it's going in. At the moment, it just feels like they disappear out of thin air
Awesome, can't wait to try it, I was going to try testing without a few mods that I thought may have been conflicting, but you found the issue π
That's a good idea, and when retrieving the items maybe have an alternate sound or just have them muted, my friends all rush over to the chute to grab the items when they hear them popping out and grab them even though I tell them not to because SellMyScrap is going to take them when it's finished :/
Actually, I was wrong. Moving the chute now moves the item with it
They are still in it, technically
Out of curiosity how does the syncing work between host and clients? Does the chute information get changed into a hash or checksum and then clients receive that?
When the inventory gets changed (adding, removing clearing, etc), it generate a key as a GUID that represents the current inventory. Every 15 seconds, the clients send their key to the host, which check with his own key. If they are matching, just return a success. Otherwise, return the wntire inventory and the new key
Wow that's awesome
Sadly, its more wifi-hungry since you need to send the entire inventory each time
With like 10 items, its not so bad
But imagine with like 10k
When the chute spits out 10 items at 0.5 secs delay, is that 10 syncs? Or does it wait til it's all ejected?
Gotcha
You could lose the items if you exit the game before they all spawn
I could make something that adds back the items when you leave
5000 items is your limit right now (looking at the config) but also that's a good limit for high quota anyway right? I don't think people generally have 5000 items on the ship :p
I kinda pull the numbers out of nowhere
Because nothing prevents me from making the maximum the absolute limit
I'm usually the host and don't leave until the game properly saves anyway and all things are stored properly
That's insanity numbers! π€―
So since the items are removed instantly, it's safe to drop the spawn time to like 0.2 right? As a spawn delay
I noticed there's a delay for items going in as well, is that the cast time?
Thats the time you need to hold to store an item
Wasnt it already at 0.2?
Default is 0.5 but Ive mentioned in the past I run it at 0.2
Oh okay
But wasn't sure what to have it as since 1.2+ with all the syncing now
Its safe to put it as low as you want
Also I hope y'all like how customizable this mod is
With 21 configs, its a bit hard to do more ^^"
Cheers and thanks for all your work, you got a KO-FI or something?
No lol
This mod is mostly complete. Unless certain features are really requested, there should only be 2-3 updates left (excluding bug fixes update).
I mostly plan on improving the language support (removing the need to update the mod itself for a language addition/change).
I also need to make some improvements to the inventory UI, fixing some ordering shit (rn, the order is broken), adding more ordering options and make the UI responsive to the slower refreshing.
I could finally fix the version number (it should be 2.X.X, not 1.2.X)
love this mod and thank you so much for the consistent update
And before any one requests it...
NO PANEL TO DISPLAY INFO! Lol π π π I don't think Warper wants to relive those days again even though i feel you can make it work now with how much you've improved and learned with the Chute.
no panel?
If I add the panel, you know I've become insane
I meeaann, could you have the panel just display the translated information from the GUID on every sync? ... I'm not asking for a panel and I'd rather the chute be stable as-is, but Im curious if you're already 2/3 way to a working panel based off what you've already added to mod :3
I remember reading about the madness with the panel but I started using the mod after you removed it so I didn't live those days, just read about it XD
Nah I banish every trace of it to the shadow realm
Even though the idea sounds cool, there is little to no use for it when you look how you guys use the inventory
Chute Blacklist seems to be broken, must have only been in very recent update as it was working previously, no longer says "item blacklisted" when trying to store a black listed item and can store them
I would like to suggest that the terminal have such a βsortingβ function Well, for example, if you arrived in Gordion and on the screen, for example, the starting quota is β130,β then items will be issued with approximately a quota of 130. I know the idea is crazy, but the mod could also refer to sorting.
If you use the SellMyScrap mod, it has integration with the ShipInventory mod so you can sell quota using the items in the ship's inventory.
Did the Keep on firing setting break?
"Yes"
I'm currently working to fix it (also a problem with the unlockable feature)
Is it that you need to buy the chute after not meeting quota and being ejected? I was about to report that haha
Also the Blacklist feature is brokededed too not sure if you saw that
Dont have spaces
Yeah the chute doesnt respawn when you get fired and its not an upgrade
Don't have spaces in the names?
I have spaces in my normal list, but I also just tried "Pro-flashlight" are you saying to try "Proflashlight" ?
instead of "cart, cat, flash", put "cart,cat,flash"
Oh I gotcha
You can have a space in the name itself
Pro-flashlight doesn't work by itself though as the only entry
I'll try the regular flashlight when I can test next
Uh
That's so weird 
it was my fault -w-
It was Hell! It's a period in time we dare not bring back lol it was funny though that the chute can work perfectly π but the panel just said NOPE NOT GONNA WORK!
Couldnt it work as a simple capacity counter? Like "0/500 items stored" or sumn. The individual info really doesnt matter all that much
Are you planning to change the mechanism of extracting scraps before ship lands, items just float in mid-air?
would it be possible to add an offset for specific modded objects? we are playing with sellbodies, the chute is absolutely a must if you don't want them everywhere and everytime i retrieve the big bodies like the baboons they spawn outside of the ship right behind the chute
v1.2.4 just released
This update is mostly aimed at fixing issues and adding some features from the GitHub. Here are the main key points:
- Fixed issues related to the chute clearing on fire and shit
- Added two new configs (Sort order and Allow remove all)
- The blacklist now supports regex (doesnt change how it works, just makes it easier to ban multiple items)
any tips to get the Blacklist working again? i see the regex update but the names are not working, tried "Flashlight" (no quotes) but can still store it, tried other names too
The blacklist became case sensitive. Putting "flashlight" instead works (you can also put "*flashlight" for both flashlights :3)
If the following issue covers your problem, I don't plan on fixing it
https://github.com/WarperSan/ShipInventory/issues/29
Could you perhaps instead detect when the ship is in motion and not allow items to be ejected into the chute? Vanilla already has code for this to prevent buying ship upgrades/moving them, and not pulling the landing lever again to take off before it's fully landed
My suspicion is that it's the items themselves that are not liking it
I already tried to replicate it with vanilla items by retrieving them while landing, but it didnt seem to float
If the item stays where it is even outside the chute (it wasnt retrieved), its an issue with the item itself
In fact, rn, the chute has the opposite problem: moving the chute moves the items inside (even if they arent inside it anymore)
Could be a number of issues then, for my testing items were only floating away for Clients while the ship is landing, for Host they were still sitting in the chute itself, Host could pick them up and Clients can now see them in Host hands
I think not allowing retrieval of items while the ship is moving is a good blanket work-around for all items modded/vanilla items, but @proven widget would need to be made aware of changes there as selling items from the ship inventory with SellMyScrap might override any scrap removal preventions from ship inventory itself
None of the above bothers me anyway, I just wait for the ship to fully land and then eject items π
Whats the Current state of this mod
Is there anything I should be aware off that may break the mod when I download it
dont store the chute when there are items in it
Massive thanks
stupid bug that just went over my head
If I leave midrun to reload a save so I can retry will the items remain?
Are modded items a problem to the chute?
normally yes
i havent try really
but I doubt it is a problem
Ill try when I get home and If I dont say anything its probably completely fine
I mean this thread is a year old I doubt no ones done that yet
Most items work with the chute. The only problem is how they spawn in the chute
It doesn't break anything?
let me scroll miles -w-
this
Works like any other items
It's just a fallback if an item breaks (for any reason)
Can I sell that
yes
(I think I never tried)
Normally, you won't encounter this item unless you are looking for it
or you store a maneater
Perfecto
This could be my solution to all my items dissapearing when I reopen my savefile after closing the game
My money saves my furniture saves BUT NOT A SINGLE SCRAP ITEM?
This will work nicely
Could be a bug from another mod
This mod is SO USEFUL for the lethalmon mod because they always clip through the ship floor
I swear
IT WORKS IT SAVES MY SHIT WHEN THE ENTIRE SHIP LOSES EVERYTHING
Yipee
@wanton forge ?
Oh wait
Is that on the config
Yes
Normally, yes
Yeah those work fine, but it the inventory clears if on storage
Normally I dont have to do that, but the bullets and magazines from piggy get stuck fairly (testing it now, its not consistent) easily on the chute, and since it moves with the chute, I have to either store it or restart the server
The chute doesnt let you pick them up?
Maybe the dev can add a like
Vent air blast option if the item cant be grabbed
So it gets pushed out of the chute
And put somewhere you can grab it
Nop
I will have to do some fixes to the chute/storage
I swear if not for this mod
I would have decided to quit modding entirely
Since I keep losing everything
Is this mod compatible with needy cats
I dont want my cats coming out as a large red error text
Like the maneaters
Yes
YSS
Will I be able to save my photos from the Poloroid camera mod with ship inventory
Or will the photos not save
When i put them in and out of ship inventory
No idea
Is there a page limit on how many can be stored
There is no page limit but there is an item limit
What is the item limit
Uuhhhhh 10k?
I hope its not under a hundred
WERE ALL GOOD
I love this mod
You have singlehandedly made me not quit modding
5k*
But this value can be changed in the configs
Losing EVERYTHING I OWN when I reopen the game
Was like a massive
Thumper bite to the leg
Everytime
But this mod completely prevents that
Will the game tell me if its full
Or just start deleting items
^^
Just released v1.2.5, which fixes some issues, mainly floating items and issues with the chute
Just wanting to warn y'all that this mod might not get an update in the near future. School is starting next Monday and I don't think I will have any time for this. I also got another mod cooking, which gives me a bit of a fresh air
You better tell me when that next mod is ready! Considering how awesome this one is im already looking forward to the next one
Good luck in school also
ALSO if I update the mod will everything inside the chute still be alright? Or should I dump everything out before I install the updats?
Everything will stay. Its not an inventory update
Thank you
Idk if Im allowed to :3
Is there a way to follow you so I know when you release a new mod?
Oooh ok nevermind then good luck with that
(Its still on lethal, but its not a mod like new scraps or new interiors)
Hi, some modded item are spawned out of the ship, is that bug already reported ?
It isnt a bug, but yes
hmm what it is xD and most important it gonna be change/fix?
Hey is there any option to lock out the ship inventory so it cant be moved or have items taken out by your friends who join the game
You can use FurnitureLock to lock it in place and then there's the InventoryPermission config in ShipInventory's
Thanks
quick question.. what's meaning of DECRIPTION_ and blabla
this is the same ingame - the terminal only outputs unrecognizable text with a form of underbar and capital letters such as A_B_C
Is it a mod compatibility issue or something else
It means the language file was not found
oh
how can I change / find it
default is en
ah
nvm
It generated when I reinstalled it
I am the developer of Brutal Company Minus Extra Reborn. I was implementing a feature for my mod's difficulty counter to track scrap within the ship inventory upgrade. During development, I encountered an issue where items extracted from the ship inventory upgrade, but not yet grabbed, were not properly registered as belonging to either the hangar ship or the ship inventory upgrade. This resulted in these items being incorrectly identified as non-existent within the mod's systems.
@marble sluice Just wanted to inform you of a small bug with the Ship Inventory mod, when you wipe you can't pull anything out of storage until you do a lobby reload if it's set to auto unlock cus it gets confused and thinks you don't have it
How does the KeepRate value in the config work?
If you need any more dwtails, just let me know
ah yes that works for me. I thought it was 1.0 for 100% like some mods do
thx!
@marble sluice New update is broken
Well looks like Stream Overlays might be exploding
@proven widget
Fuuuuuuuuuuu-
Oh no yeah I forgot I updated that
Sorry ^^"
If you want a fix quick, downgrade back to 1.2.5
Does the new update fix the issue with the menu not working after team wipes when it's set to be always unlocked? I found you have to do lobby reloads to fix it lol
hmmm
its most likely because ShipInventory.Helpers.ItemManager was moved to ShipInventory.Items.ItemManager
Yeah, I'm guessing @proven widget Has to update both StreamOverlays and SellMyScrap

This might be the last update for this mod
There might be v1.3.0 that will give the final blow
But after that, no more updates :p
oh?
Oh are you finally at a point where you're in a state that you're happy with it? I would guess after that it would be no updates unless Zeekerss updates the game and it breaks
I just said that
Crit needs to update both mods

Im stupid
Nah i just became uninterested in modding lethal
An incredible addition
Ah understandable, is there anyone you would be interested in making a maintainer incase game updates break it?
Helped me enjoy solo
I have just made request to do so if @marble sluice approves me to do so.
I'm happy to help π
Ye it's good to always have someone to maintain and keep the mod afloat


No animated plink?
:(

You just typed in the wrong one ;o
Mhm! and I wouldn't give it as long as a name as BCMER has XD
Well if you were added as a maintainer it would allow you to just update the mod directly
lol
So the name wouldn't even need to be changed and you could push updates to the current page
ShipInventory gonna have a 64 characters name
"FlyingHomeObjectContainingInsideItemHolder"
XD
XD
You can do that? I forgot that was a feature XD
You could always fork the project and make a new mod out of it
(Anyone could for that matter)
You got rid of the ItemData.GetItem() function 
Maybe idk
I believe it's still is there, but just different file spot
Ye its an extension now
Ohh I see
Does doing that save performance or memory? Since the method is no longer on the actual ItemData struct
No
Thats not how extensions work
But i dont see how performances are important here?
Idk
-w-
Its simply to clean the code
Its not a functionality of the struct
The struct just holds data
Okie
Hey, I don't know what happened, but today when this mod got some updates it has a huge incompatibility with BCMER (Brutal Company Minus Extra Reborn) Basically when you have ship inventory and that other mod installed you can't load for the life of you into any moon.
It's because every mod that has compat with it needs an update, for now just downgrade it back to 1.2.5
@violet patio You're already replacing it? π
Yes, that one is known, I'll be posting an update to it probably today this evening.
Yes. conversing with @marble sluice ^^
what does the fork do?
I will be essentially keeping the same spirit of the mod, just maintaining and adding features here and there as needed to keep up iwth any updates Lethal will have. That kind of stuff.
Hope you get to implement the remaining changes he wanted to do for a 1.3.0 update and fix the bug where it doesn't consider you having it when you try to access the menu after a wipe when it's set to always be unlocked 
I'll look into that bug and see what I can for the 1.3.0 stuff π

Okay @marble sluice
I've made the new thread at #1344527838283563131