#Self Sorting Storage
1 messages Β· Page 2 of 1
i d k, didnt happen to me before, but someone reported it in 2024, ive had it twice since installing SSS, but its rare as f
the fact it occured in 2024, suggests its not related to SSS being the cause, so, something else must randomly break something, but ive never seen it before last month
lmao i see
I'm in the process of narrowing it down, one mod at a time, since the logs aren't telling me anything.
I've enabled about 75% of my mods so far, and the issue hasn't appeared yet. I'll let you know when it breaks and what mod I think it is.
oh mama, ok thanks a bunch !
Hehe. I mean it only broke very recently, so it makes sense that one of my more recent installs would be the culprit. Hopefully soon I'll know which.
Oop, issue just popped up
Time to figure her out.
@rain agate Standby, but it seems like it might be the Little Company mod. I've switched it on/off several times with no variance in the bug.
Yeah, that's what it is, confirmed 
Ok @frail spade it's true there is a problem with LittleCompany
My patch is run correctly but LittleCompany has another patch that is run after mine and that effectively cancels what i'm doing so the green overlay is bugged again
This is this method
Can someone ping the dev of LittleCompany for me (i dont know them) ?
isnt it @half smelt
How exactly does it conflict with your overlay? Is it shown too small or what's the issue?
You can execute yours afterwards with HarmonyAfter if that already helps
@half smelt this is what happens apparently
Yours is a postfix but mine is a prefix so i don't think i can do that
Well, with your mod installed the green overlay is bigger than it should be, like xu stated
Is it a custom green overlay from this mod or the default one that's modified in some way? Seems like its base size is lower than 1.0 and thus our mood scales it way larger than it should be. I'm not sure (if that's the case) how we could fix the issue on our side
So, without my patch the default overlay is also bigger than usual
That's because the Wide variant of the SSS is actually just a wider version of the non wide variant
The default scale is then wrongly calculated in vanilla, thus, I added a patch to specify a new custom overlay for the Wide variant
So rn I'm pretty sure it's my custom overlay that is getting cooked
I'm not sure either how it could be fixed besides me making a patch to destroy your patch, but that's not a good idea considering I don't know why you made this patch in the first place
We made this patch to scale the default overlay in relation to the placeable ship-object, because when you shrink or enlarge them, the overlay isn't automatically adjusted to the new size from what I remember. Maybe @opal pebble can explain it in more detail as he implemented it iirc
I think it could be fixed if your custom overlay's top level GameObject has a default scale of 1,1,1
I see that yeah, but mine has a default scale of 2,1,1
But then maybe i could just change your patch behavior in a new patch so the default scale is correctly calculated ?
Btw i never played with Little Company, how do you shrink/enlarge ship placeable objects?
You can buy a shrink ray at the terminal and use it on them. And ye, another patch that overwrites ours would be possible, but you may have to use ShipObjectModification.ScalingOf() aswell, as this gives you the current scale multiplier.
Or if you mean how they're scaled by code, then you can find it here: https://github.com/MehimoNemo/LethalCompanyShrinkRay/blob/0ff5539505ca9e00c195092025e3b3fba64482ee/LittleCompany/components/TargetScaling.cs#L720C38-L720C43
Thanks, yes i'll pretty much do the same but with 1 modification
Omw to create the patch of your patch to fix my patch affected by your patch
π
Ok this should be fixed in the latest update
Thanks again for the report @frail spade and for the help @half smelt !
Haven't done much but no problem, glad I was able to help and nice to hear that you were able to fix it :)
Na dw, in the end all is because of me who was lazy putting a 2,1,1 scale on the wide version lol
All fine. Usually this doesn't have any negative effects^^
I just ran some tests for the SSS in v70 and it seems to still be working fine, i just have a small thing to modify
However based on what @boreal prism said there #1199836228858675330 message it seems items falling is better now in vanilla but without GI or MF installed the SSS will still have item falling through the shelves so it's very important to keep at least one of these mods when using the SSS. And also because it handles item rotation better than vanilla
Items falling may be fixed on vanilla shelves cause there is a trigger to store items (maybe), but the SSS shelves are different
Yeah, Matty Fixes got updated so it should work properly again
Yeah i think the same, but the point here is to make sure people dont remove MF or GI when they think than items falling is completely fixed
Which is not
Thats related to MF
it's unreadable because no pdb
i dont know why yet
Yeah you probably need to update to the new MattyFixes version
ah, smh zigzag
gdi
Matty changed outofbounds configs ?
He had to update his code cus fall to ground was changed
try to look at latest commit
he recompiled it
well oops
you should probably include debug symbols in your releases @rain agate
example from MattyFixes
will let you know the exact line the code is crashing instead of just the IL offset
what
uh. is that in the zip?
yeah
welp rider just messed up XD. but only one should load anyways
yeah probably, but i already know where the problem is
but what is the correct new one ? I need that for dependency compilation
the one with the apostrofe
you should also be able to check the dll version as i update them too
Yeah no problem
Ok i just needed to recompile with the new dll because it has a different name than the previous release
There is a weird thing going on tho, it works well but when reloading the lobby with MF installed all items will be replaced correctly but rotated 180Β°
strange
GI rotation might not work anymore?
I tested without GI for this one
that's why lol
damn, mb
You need GI's rotation fix or SaveItemRotations
Ok i think i have everything fixed, ill push an update a bit later
Ok the update is out π
While fixing an item position issue for v70 i noticed that the fix item falling through shelves feature in GI is not working anymore (it's still working for the vanilla cupboard, but not for the SSS for some reasons)
So, Matty Fixes is now a dependency in the manifest, but besides that it's still the same code so it's a soft dependency
I think everything else should work fine
well that checks out. GI patch sets the position of the object during Start but now vanilla makes items fall one frame later effectively bypassing GI fix
Luckily Matty Fixes is there to save the day π
oh, sorry, i mean Matty's Fixes mister apostrofe

tell that to Rider π before it always stripped that apostrofe π
im playing on both client and Host.. i simulated a disconnect mid-moon, reloaded on the client.. and noticed this.
everything is in the right place.. except the shovel, im testing random stuff with items in regards to players falling out of the ship, just happened to stumble accross this and thought id let you know its occuring.
profile is this
01979236-2eac-0c4c-4828-1a7a8ea42265
when the client picks up a shovel, it respawns in the right place btw, so may just be a visual bug.
hmmm, so you disconnected mid moon then reconnected in orbit ? Whether it was with or without a shovel placed at the time of disconnection it should still replaced it correctly
Ill take a look at your profile once im free
I wonder if you have a mod that auto parent items to the closest vanilla shelve (if that exists)
i dont know, but, ive been getting people falling out of the ship again last night, i was thinking it was after we bought items (new run) and put them in the vanilla cabinet, or in yours, so was testing, but, i couldent get that to occur again.
so yeah, i disconnected on the moon on the client, went to orbit, reconnected on the client once in orbit, and found the shovel had moved.
tbh, i was thinking maybe, as only the shovel moved, maybe it was related to the resizing? i d k, but as far as i know i dont have a mod that parents items to other things, and being honest, when people reload (host or client), items move around in the vanilla cabinet.. like belt bags shift backwards every reload, so im not sure a mod is causing the shift, but it maybe, had that issue for a while though, but never seen this (but then i dont play on client ever, im always host..)
Thats interesting, but also lmao very strange
One certain thing is that when an item is stocked in the sss, it will just be placed on the ground (well in the shelves) but that just a placement not a parenting thing
The resize could be the problem yeah, but maybe not i need to test that to be sure
MattyFixes does that. but only for items that are contained in the vanilla cupboard and the tollerance is very small ( unless you change it in config )
it's a bounds check for the item origin
@tranquil ferry maybe that's your issue?
so perhaps me putting the two cabinets next to each other could be causing the issue?
the tolerance references the top of the cupboard, not the side, so wouldent that mean anything could count?
also the shift references only when item clipping fix is turned off. i have item clipping turned on.
since you have the default values i dont think thats your issue
so its something else (i think), ill check your pack
wasnt doing testing.. but i loaded lobby for playing in a few hours, just to change some settings, and i noticed a belt bag, shovel, and some other items outside the ship.. moved everything in except the belt bag, everything else was in the SSS/cupboard.
as i couldent get the beltbag.., i reloaded the lobby.
every item got put on the floor............. except 2 drama masks and an easter egg... SSS was bugged.. i had to destroy its contents... so this might be whats causing my issues, as for why everything got put on the floor (including the belt bag that was outside, that i couldent reach, that was now suddenly inside).. i have no clue.
nevermind, may have found out why things are moving, "cruiser improved" has a "sort tools from scrap" setting
so this setting 1000% breaks SSS every time... i dont remember changing this in like 4+ months.. so i dont know why i only recently started getting issues.
yeah cruiser improved is not compatible when you have a custom ship
This is known for a while
The dev knows but havent updated it yet
ive used all 3 mods for like 6+ months.
its only since v70, ive had issues, possible that i toggled it on without thinking, but, afaik, i havent changed the setting.
either way, hopefully that resolves all of my issues... π
Hopefully π
well the weird thing is, i checked an old profile... and this settings never used to do what its doing now, and i always had it on.. so shrug
hmhmmm you most likely had something that prevented it to work (somehow)
if it was prevented from working, you would assume an error would be visible in the logs, but my profile has been 99% the same for months, just new enemies, etc, and i always make sure i resolve errors by reporting them, and ive never seen errors in regards to that afaik.
I feel like v70 changed how it works maybe... i d k
hum that shouldnt be the case lmao, i had issues with cruiser improved since the original release of the SSS (so before v70)
I feel like some dark magic is going on in your pack maybe 
well the items randomly shifting back in the cabinet, sort of suggests that,but im hoping that was just that setting.
as for falling through the ship.. it corresponds to me moving the SSS next to the vanilla cabinet, so the setting + mattys fixes may have been causing issues (if, vanilla cabinet and SSS were too close together leading to items being pulled accross)
i will see next friday, and hopefully then, i see no issues and can boldly say "this fixed it".
@rain agate @sharp nest seems like using the sell my scrap makes the sss thinks the old item still in there ? not sure havent tested more yet
the red lines is where the old item that has been sold with SMC
the green lines are the only slot that is available after selling
sell my scrap should be incompatible as far as i know
another question im nt sure why but any mask seems to just drop here when i put them in
hmmm odd
maybe you have a conflicting mod ?
idk about that
try searching in your pack if you have time
nw if no
didnt get a chance to reply to this until now.
I did as stated, and falling through the floor of the ship has completely stopped.
also regarding the other issue mentioned today.. i use sell my scrap, but i dont allow scrap items in the SSS.. i have no issues.
yeah this is expected, and i think using sell my scraps with SI should also avoid issues related to the sss
concerning falling through the floor, well, i hope you never got it ever again lmao
i still need to get it one time tho, i dont know how it looks, but hope its fixed
it was sellbodiesfixed items 
0197e1c9-6317-727e-740e-ec80d909211f
smol pack version
at first was tryin to test some dungeon, wellwellwell its tragedy mask only day
grabbed some and went back to test the storage too.
tried to use imperium to spawn a new mask, same thing happens- both just went to that spot beside the ship.
then i tried spawn random stuff until something else that is not the mask do the same thing(good thing imperium shows JESTER as an example of what can be spawned else its gonna take forever lol, yes theres a jester body drop)
what is the minimap you are using on the picture?
Imperium
hello, sorry to bring this up again, but i was wondering if this mod works ok assuming you disable this Sort Equipment on Load setting?
this mod is cool (love the concept of it, sounds like an incredible implementation as well) but cruiser improved is sort of a non-negotiable for me
works fine for me, just that setting moving items around in general.
since i disabled that my issues vanished, only other issue which i think exists is related to the other cabinet (the vanilla one), but since i kept them apart, had no issues there
just that setting moving items around in general
yeah zeekerss changed some item logic in v70 and that setting's a bit broken now, there's some chatter about switching maintainers and scandal (the current candidate) has been looking into a fix for that issue already
im under the impression that nothing else in CI should affect SSS, so i was hopeful it would work as long as that setting was off
i think disabling the setting alone should work, but i remember testing one time where i had the setting on but without a custom ship and there was no issue in the vanilla ship
can we get a blacklist config
ofc if u dont mind adding it
It already exists
LMAO
oh frick im either blind af or having memory issues or both
thanks for reminding 
The mod just reached 100k total downloads ! It's very nice to see that people are still using the SSS ||(and absolutely not because SI is broken right?)||
I'll be sure to come back to this some time in the future so I can release the S5 upgrade as well as other stuff
Even if ship inventory got fixed the self sorting storage can still be better in some situations
It's good for storing a bunch of tools you use regularly, since vanilla cupboard gets hard to put stuff in after a certain point and ship inventory can be inconvenient to pull singular objects out
whats ship inventory?
is it that thing at the side of the ship where you can put scrap in it?
ye
works great in singleplayer
multi can cause issues. dont rember what specifically, but it do (i guess)
In multiplayer it doesn't sync correctly so anyone but the host putting things in it messes up what it thinks is being held i side
Thats why people recommend that in multiplayer you set it to host only
It'll still be visible to everyone but only the host can withdraw/deposit
To prevent desync
Thats true but I feel like my mod got more popular due to people wanting an alternative to the SI, which is funny, but I still hope SI is going to be fixed one day
i can def see a lot of its popularity coming from people wanting a version of SI that works in multiplayer
the rewrite is still being worked on from what i hear, it's just going really slow
Hey, some of my items are disappearing in the Self Sorting Storage and despite it having some empty slots it's saying full
Check the Readme about potential mod and config conflicts first, then if everything seems good share your pack
Ah, needed Matty_Fixes, Really feel that should be a dependancy
Ah, yeah it was so I already had it
Then not sure what went wrong
You have it fixed now?
No, it's still there even when I had it
Code of the pack:
01998024-77df-4b37-7f93-9479c7e42f8d
Weird, because we've been playing for awhile and now the Kitchen Knives, the Motion Trackers, the Pro-Flashlights, and the Double Barrel Shotguns disappeared and it's saying full
What does "playing for awhile" means? Is that supposed to say that youve been playing on the same save since a very long time, or you mean you are using the same pack with different saves since a long time ?
Same save for multiple days and it only started happening today not too long ago since posting
Only the ReservedFlashlight and ReservedJetpack
But not while playing
To be clear
yeah of course
And this one was also installed a few days ago during the save
Its not supposed to behave like that when you installed those kinds of mods, but for example if you had installed a scrap mod (or uninstall one of them) then the SSS memory might be corrupted and will create empty places where items should be. But this will never happen with vanilla items from what I can tell
What about modded items?
So im not sure whats happening, but try playing on a new save to test (keep your old save, just create a new one)
As the Motion Tracker is a modded one and few have a few modded weapons from a custom moon
If you store a modded item in the SSS then you stop playing, you uninstall the mod that has this item, and you start your game again, youll see an empty place yes
it could be that
So my best bet is, try testing on a new save to see if you can replicate the issue, i tried myself and couldnt so you shouldnt be able to replicate it aswell
Then, to fix you actual save without deleting it, youll need to press the delete button
Let me explain how this works
You need to enable the Delete button in the mod's config file, then you start your game, you take out every items you can out of the SSS, then you press the Delete button (should be located on the bottom), you press it again to confirm, an explosion will happen to clarify that it was a success, then you are good to go and you can store back in every items you want
After that, you can safely disable the delete button from the config if you want
only time i had items vanishing from the SSS was when it was next to the vanilla cabinet and the items got moved from SSS to the vanilla cabinet. I beleive this was due to MF's parenting of the vanilla cabinet, or cruiser improvements sorting items? was a long while ago, but i fixed the issue by never putting two cabinets near to each other.
In my experience, this should not happen with MF default configs, but can happen if you edit the config (but maybe i havent tested it properly idk)
And about cruiser improved sorting items feature, it's def an issue if you have a custom ship and the SSS is placed outside of the vanilla ship hitbox location (i believe this was never fixed in Cruiser improved)
i had it occuring within the normal vanilla region of the ship, i basically put the SSS directly to the right of the vanilla cabinet (which was in default position afaik), when i moved them apart, it stopped. but yeah i dont know exactly what caused it, it just "occured" sometimes upon loading a lobby, but whenever i tried to replicate, it never happened xD
Adding/removing mods from a current save is never a good option
Did not fix it
It's close to it but not completely next to it. We also have about 381 items on the ship due to Achipelago
And now we put jetpacks in, it eats it instantally and has the slot it WAS in emptied
I'm clueless
The button should have work, idk what's happening in your save, do you have any specific logs maybe?
seperate them. further away from each other the better, far enough away, it wont occur (if its what i had as your issue).
sounds to me though like you need to nuke the cabinet as zigzag said.
also, from an experience of another issue, the save file itself may also now be a problem.
I had to delete items using imperium to fix a save.. which i beleive was where something was taken out of the SSS by the vanilla cabinet, and fell through the floor, that then somehow bugged out the floor and made people fall into the void.. once i removed all the items using imperium, the falling stopped.
not saying you will have people falling through the floor or anything.. just saying, imperium maybe required for wiping all items.. (the button wasnt enough for me in that one case)
^ and i found the issue was the SAVE, i switched to another save.. no falling occured.
Yeah if some bugged items are somewhere else than inside the SSS the delete button cant destroy them, the button is only there to destroy items stored in the cupboard (whether this is real items or null items) and to reset the cupboard memory
@still edge try doing what Virus said, but if this still does nothing, then im afraid your only chance is to create a new save
I can send the logs later today
If you want, but im sure there will be nothing special besides basic stuff
So next time place them far away from each other? This is thankfully a test save we'll be deleting end of this week to prep for a big A-Sync so we wanted to spot bugs in advance
yeah basically, on the wall opposite the charger i used to have
[ vanilla ]..[SSS]
now its more like [vanilla]............[sss]
the extra gap seemed to make a difference, i dont know if above/below would work (if using 2 story ship), but far away to the side does.
We have the wider ship and 2-story ship mods, so space to fit even the wider SSS won't be a problem. It's keeping things less cluttered with scrap and gear which was one reason I got this XD
yeah i know right xD same for me, my group just dumps scrap upstairs and puts tools in the SSS and "scrap tools" and belt bags in the vanilla cabinet, tidiest ship! ;D
And because we we're testing for a A-Sync, we dumped so much I feel the overload of scrap lagged my friend's game
Thanks though, unless moving it mid-save can have a CHANCE to fix it, this is good note for next time
So I am idiot and didn't realize you had to hit the reset button twice. My bad
Either way, keeping it far away from the regular storage next time but question, how much does the Wide Storage hold as the normal holds 16 max items
28
there is literally a prompt saying "confirm?" and a little bip π
I didn't realize that, I am too used to automatically a lot I'll admit
My bad
no problem, so, does it work for you now ?
Hits button by mistake, loses 200 items. Woo! Confirmations are good! π
It should when placing it further away
Ok
got this after a code rebirth update, they are handling the issue but wanted me to ask if this mod has any dependencies it doesnt really need to use in order to prevent cyclic dependencies like this from happening in the future
I have soft dependencies on
ShaosilGaming.GeneralImprovements this one is needed at the start since im checking some of the GI config values and need to know what are these values to handle item placement correctly (and display errors)
mattymatty.MattyFixes this one is needed for the same reason, this is a soft dependency in code in case people want alternative but since v70 it has become a dependency in the mod's manifest file so it's very close to be a hard dependency
Toybox.LittleCompany this one is less important since it's just for a compatibility patch whenever the cupboard is spawned but im patching this using harmony at the start
thats all
i think the issue in the error is..
its trying to load mods in the right order.. but it cant.. because 3 or more mods, depend on each other in a circle.
so.. it tries to load Mod A, but A requires B, so it waits for B.
then it tries to load B.. but B needs C... so it waits for C
then it tries to load C.. but C needs A.. so it throws that error because it realises its in a cycle it cannot break out of.. and then lists all mods affected by the circle.
so your mod may not be the problem... but your part of a massive circle.. which is getting stuck xD
though do soft dependencies count towards that circle? im not sure... because in my soft dependencies.. if the code dont run, it doesnt check for the mod, so its not really a dependency until the code runs (and the code doesnt run, if the mod isnt found in the list in the chainloader), so i would assume the same for other mods with soft dependencies? O.o
Yep i figured, i just wanted to clarify what i have as soft dependencies to help clarify where the error is
oh i know, just saying i dont think it matters where the code runs xD
They do count if it's defined as a soft dependency in the Plugin class, if it's not defined there then it will not count
zigzag is exactly correct
if its defined as a dependency in the plugin class, its a hard dependency and required to be installed i was led to beleive.
Normally modders defined that in the Plugin class cause they want to run specific patches or code at the beginning of the mod
there's a second parameter in the definition
which is whether its a hard or soft dependency
you NEED soft dependencies sometimes if you require that mod to load before you
yep
ah, well.. yeah i see that now, just looked at my own code xD
havent looked at the plugin code in months, just remembered for me id put in a lot of checks later on to check if a mod exists. but that makes sense.
So yeah the reset helps minus one thing. For whatever reasons, trying to take Axes from "Piggys_Variety_Mod" cause me to become unable to drop or pick stuff up and now has cause infinite Axes on the ground
Ah yes someone already reported that, the Axe item is pretty bugged
You should blacklist it in the Config
Got it
Will that resolve the current endless duplication or no?
As in blacklist it for going in the storage or in all configs?
It will not resolve anything (maybe) but its to avoid anything more to happen
Blacklist from going in the storage, you can keep it in other mods configs if you want
Will do, it's funny that the Revolver, Rifle, Bullets, Magazines, and Gummy Flashlight aren't buggy like the Axe is
I dont really know but i think it was made differently, thats my only bet
Thanks also
yee dw
Hey all
Just to confirm an important thing
The SSS is ultra mega broken in v73, don't even try to use it, gonna fix this as soon as I can
why'd u break it @tough sparrow
Valid
let me guess, because no boom ?
Yes

β¬οΈ
Lol okay I saw he mentioned it
Lmao yep
Funny thing in that screenshot is that the second error is from ScienceBirdTweaks
the 2 errors are because the mods havent been updated to use the new netcode patcher
1.3.0
- Updated networking to work for v73 of Lethal Company
- Added FixPluginTypesSerialization as a dependency (this was needed since 1.0.0 oops)
- Updated the text displayed when players tries to store an item that is blacklisted
- Updated the text displayed when players tries to store another player's body, a monster or an exploded stun grenade
Hey ziggy i noticed when i try to buy the "Smart Cupboard" it makes me instead buy a SMall rug, and the wide Cupboard makes me buy the Wide cabinet instead :c
There is multiple ways to fix that, one of which is to install TerminalConflictFix
still dont know why "tele" prioritizes the 'v' option over the 'p' option
television was probably made first
and is probably just closer to the start of the list than the teleporter
there's no magic search engine or any kind of special search being done that somehow prioritised v over p, it's just checking the list afaik
ive got a list of over a hundred mods, checked the compatibility notes and i am still having an issue where only a few items are being saved to storage on load, and only one of each item
i added 9 different items as a test, left the planet, and then left the save and returned and the items depending on which test i did would either mostly be gone with 3 items remaining clipped into storage, or nothing in the storage and instead on the floor of the ship
profile code is here, matty fixes, general improvements, buttery fixes are present with the former two having matty fixes out of bounds disabled
0199f727-a05e-f4fd-7093-804911768e8e
not certain if im missing something critical or if the various other scrap mods here are improperly set to work with this
that is very weird, also because you check the notes on the readme, ill check rq
ok i can reproduce the problem
There is def some weird things going on in your pack but its not important, i disabled tolian moons because its big and Brutal company minus because it prevent me from using imperium which i need to test
while testing in this scenario, the SSS is just not saved anymore for some reasons so of course all items inside are gone
Is this likely caused by a mod in my pack that I need to remove, or a situation to wait to be fixed?
Oh awesome
it's dawnLib
for some reason DawnLib latest version just explodes the SSS lol @next talon
uhh in what way
you can fix that by having these 2 configs checked
Awesome, thank you
i dont really know, if you try this profile 0199f747-09b6-a8f0-e463-cf2f11354cb3 (the same as above but with some small modifications such as imperium being installed and Brutal company being disabled) then the SSS will not be saved anymore
unless those 2 configs are checked
Maybe there is another mod thats doing that
So maybe the problem is not just dawnLib but maybe dawnLib + something else
idk
Its definitely possible, but if it works with those config options checked then I can work with that
This needs to be analyzed more deeply but i cant rn
Lets hope it really does, at least for me it was
I'll do a quick rudimentary test myself in a couple of minutes to see, I only have a couple of mods that require dawnlib
Being usual scrap and facility meltdown
yep, did a test and it did save everything! thank you!
i checked it out a bit, when are you saying your stuff for your unlockable?
saving*
cuz im not compatible with vanilla saving since i override it
you might have to do a compat with me or smthn
oh
Well the copies of the items are saved in the cupboard memory but thats not where the problem is
The problem is the entire furniture is not saved anymore, so leaving and rejoining will not work
I was using nothing special for that, it was just vanilla
i mean, the SSS stays there for me
when i leave and rejoin it's there
i did disable a couple content mods to load in faster but that'd be really weird if they were the cause
weird
my patch overrides yours if you're patching the unlockable or item save point
The copies were not saved or the original placed on the shelve was not saved?
copies werent saved
ok
originals were there but they fell on the ground (might be a me thing)
possible
i cant take a look now but ill check it oput when i can
ok np
oh wait, if the original fell on the ground then it's normal that the copies are not there
So the problem is the falling part
and possibily also the SSS not being there for me (but not for you lmao idk)
do you do anything to make sure that the items stay on the furniture?
or is that vanilla
im fairly sure i follow vanilla logic for that but making sure
Items are respawned by vanilla, and are supposed to fall to the nearest solid object so to avoid them to falling through the shelves i used Matty Fixes
hmm that didnt work, ig one more thing to check out then
are you able to make this a github issue btw?
im certain ill probably forget
I did not add any code for MF compatibility besides reading the config values, just having it installed is ennough
gotcha
For DawnLib?
ye
Ok
thanks
DawnLib strikes again... π explains why my items also went poof when my friend fell out of the ship.. xD maybe DawnLib also caused the falling (see video.. this is long after i stopped using SSS because items were bugging.. but the lobby/save was busted after that i think xD... -> #1289403092307279907 message)
Lol I doubt dawnlib would cause that
I touch terminal and item saving etc, which is why dawnlib would cause issues with SSS and somehow TRM
Infinity or NaN issues would not be DawnLib
as the person who has investigated the issue the most, im aware of that, i was joking... but, my group falling through the ship, tied in at the same time as all these issues, hence the joke π
but my group had non infinity or nan issues this time, an issue can be caused by many different things.
thats partly why i jested at it, because items always are the cause of the falling imho
The DawnLib update compatibility will be released tomorrow (for the US peoples, for me it's already tomorrow π)
Along with it will also be added the "Permanent items" misc feature, this allows the host player to specify in the config specific items that will be permanently stored in the SSS with a massive default quantity (or a custom quantity if needed)
So for example you can have a stack full of infinite flashlights right from the beginning and never have to buy any
Here is a demo of how it works with abibabou 
Forgot to report this awhile ago, but I had some scrap that disappeared from the SSS when going into orbit/saving. Has this been reported before, and if so been fixed?
If you have DawnLib installed then yeah it's totally normal the update wasnt published yet
If not then i can't help without logs with verbose logging activated
No it was awhile ago
Then i cant do anything for you, try to reproduce the issue and send me logs
oh god, you have given me an idea and a headache π hate buying 200 shells.. might just do infinite shells and make shotguns WAYYYYYYYYYY more expensive xD
Yay that will Def work π
i like the idea of the one like wesley's shop but this should do 
Having it like a shop would be nice but will require some rework whereas what I made is just 1 function so easier to do
in regards to the infinite items, what will the shop show with SBT? 999? (because SBT updates the shop to say how many items there are in the SSS as well as in the ship)
With terminal formater + SBT ?
Idk it will probably display the quantity you have, and the quantity is never really infinite so you'll have a real number
thats what i wondered! i just wondered what the number will be xD
ah ok π thats cool
i just worried it would always show "1" or something, because then, people might think they have none xD
well i havent tested it but i hope Science bird has made his patch to show the exact quantity lol
the update is out, this should now work without any problems
||i swear if Xu is again nuking another part of this mod in the future, ill send Majora to her
||(no worries, it's better this way)
so, now DawnLib will handle rotations and position in the SSS even if MF/GI have the setting turned on?
if everything is turned on then i guess that DawnLib will handle everything but in reality idk lol
well at least for the position
for the rotation imo GI is still the best
yeah, i just dont use GI xD but i also dont want conflicts, so hopefully i dont see some crazy shit where items are spinning and moving... may test before i play next friday, lmao.
As you wish but dw GI was never needed, it just improve the rotation
I tested a bit with DawnLib and MF installed, both the settings activated and it was working
i know, i meant, i will test with both MF and DL with the rotation and positioning on, make sure everything is working fine,no conflicts.
ah ok π
true true
@rain agate I can't get the permanent item thing to work for the life of me, I've been trying to add the wallet from CR but it just won't work
What's the name of the item you used in the Config?
ye im wondering the same thing, cuz the wallet's name is Wayfarer's Wallet
like there is a blacklist to ban items, is it possible to have a whitelist to force allow items?
I dont want scrap in my cupboard.. but I do want shotguns in there, but vanilla shotguns are scrap.. π so i would like to add to a whitelist the name of the shotgun, so even though scrap is not allowed, I can bypass that with the whitelist, to allow the shotgun... not a big deal, just a request/suggestion ;o i normally just put shotguns elsewhere.
trying the permanent storage today.. and i cant get it to work with "Shell" from BuyableShotgunPlus...probably doing something wrong, but following the example on the setting... O.o
i tried to use both Entity378BuyableShotgunPlus/Shell and Entity378.BuyableShotgunPlus/Shell but neither worked, cabinet was empty, might be due to a bugged save (i created save and found items spawned), but i assume that shouldent be an issue as the cabinet should just be going "there should be items in here" on every game load.. store also says there is 0 items.
using both LL and DL.
any suggestions? afaik those are all the correct names, but if the format is correct, then i guess i need to look in more depth into what is wrong π
ill look into that but thats not my priority for now
if you really want to get the exact item name, then enable verbose logs, start the game and store the item in the SSS, then look at the logs there will be warnings about the item that was just stored
the warnings will contain the exact item name
also if you have both DL and LL it will use LL naming system, which is a bit different from DL
yeah i got that, thanks for the info about the verbose logs, will check it out later, i am probably just using the wrong name
Note to everyone using the SSS 1.4.0, DawnLib is going to update to 0.3.11 very soon and it will break the SSS again, I made a fix in version 1.4.1 so make sure to use the latest version of both mods when it's available to download
how could xu xiaolan do this π
will a save on 1.4.0 be broken if using 1.4.1? or will everythign work as long as both mods update together?
i mean, will it cause any issues to upgrade the mods mid-save session, or should i be starting with a new save
Thats a good question and I don't have a certain answer, but if you update both mods before replaying your save then you should be good
well at least i hope
seems i was using the wrong name.. working as intended now, only "bug" ive found so far is, the first spawned item, is a floating shell, fixes itself after the first item pick up. π
oh yeah this happens with every items spawned with this config, idk why for now
Yeah, I've tried every way of adding it and just could not figure it out
It would always fail
After a while I just gave up
It'd be a lot easier if it were setup like how Matty's Fixes does things tbh rather than the kinda confusing method used for the permanent scrap thing for example how I had to input values to fix the Dice, I think if it were simply DawnLib/CodeRebirth/Wayfarer's Wallet to register it that would immediately make things much easier
Likewise instead of LethalCompanyGame for vanilla items it would just be Vanilla/Walkie-talkie or smth
I lost so much sanity trying so many different ways of trying to make it recognize it for it to work thinking "Fuck I really wish it were just as simple as inputting this instead" lol
Cus I never could get it to work
β οΈ
code_rebirth:wayfarers_wallet is how I like it 
Does that work when you input it in the config?
I thought I tried that and it rejected it
lol
But that would have been before the new update that released yesterday
No I doubt it'd work
Idk what format zigzag uses
You'd have to check what his config says
Well from how the config describes it it should either be CodeRebirth/Wayfarrer's Wallet or Code Rebirth/Wayfarer's Wallet and neither of those worked
lmao
did you try this? (wasnt sure if by "how the config describes" you mean this or not.)
#1346074618854899732 message
that fixed my issue, gave me exactly what i require.
also, is it possible the 0.17 is the problem? I thought it was a rarity? doesnt that need to be an int? i never seen a rarity in lc with a decimal point.
I think you misunderstood why i made this config in the first place
This is like a bonus feature, it's not the main purpose of the SSS to just give free items
And so i implemented it with a system that is the easier to do
Matty Fixes was made specifically for detecting items being registered so it's expected to have an "easier" way to name those items
But the item naming system for the SSS was never meant to be used by users and so it was made like that and thats it, if you dont like this system just dont use it and use something like https://thunderstore.io/c/lethal-company/p/luffyvanquish/CustomPrice/ this instead to make the wallet free
and virus is right #1346074618854899732 message
use the logs to see what the exact name is
This isn't the SSS config, that is my Matty fixes config example
Oh yeah I got that, the reason I was gonna make the Wallets be permanent is cus people don't really like buying them lol
But good to know the Verbose logging is a thing that will work, I had wondered if that might work but wasn't sure
Just dont forget to disable it when you dont need it anymore
We ended up turning off Oxyde for now since our community got burn out but will keep it in mind when we bring it back π
and ye
Lmao look what I just found https://github.com/ZigzagAwaka/SelfSortingStorage/issues/12
Hello author, do you still know me? I have been using your cabinet, but I don't like DawnLib. This mod has too many problems
this person is trying to ghost dawn lib, what a surprise
LMAO
This person is actually chinese so it's normal that they write a very limited text
im tired of ghosting dawnlib can we make french fries dawnlib instead or donut
what lol
my only complaint with DawnLib is having it's item rotation fixes on by default. easy fix in configs, but new people may have problems pinpointing if they try using another rotation fix method (ex. Matty's Fixes)
not worth making a github tho. completely subjective
Idk I haven't heard anyone not wanting item rotations to be saved
@next talon @rain agate I think the new DawnLib and SSS updates are broken, the SSS doesn't properly go into it's set furniture lock placement for clients and instead appears at it's default spot
but LethalLib furnitures are fine so
I suspect a DawnLib desync?
i mean, desyncs arent really possible because theres no networking
Is it a furniture ID issue?
i dont think there's anything i do on the host side but ill take a look at your profile tmrw, just make a github issue with your code and log
idk, ill check tmrw
I'm wondering if it could be placing itself where one of the Lethal Things furnitures go for clients
lmao
i dont know, but send me your code etc on the github otherwise i will forget this and this will not get solved
@next talon It very well might be Lethal Things cus this happened to a client that late joined after we downgraded the SSS and DawnLib lmfao
With the updated versions it was any client
updated to what
But downgrading late joiners saw broken furniture
lmao
DawnLib v0.3.11 and SSS v1.4.1, but downgraded it only broke for late joiners
Idk wtf is happening
XD
I'mma just nuke Lethal Things since idk what else it could be ahaha
Lmao, I hope it's that cus nothing else I added is networked or adds furniture
lol
Okay bug with updated DawnLib and SSS does repro regardless lol, hopefully I fixed the late join issue though
you're gonna have to properly explain what the issue is, im losing track
and on the github, not here
^ i can confirm, ive seen my friends using the SSS in a different position to what ive seen, once i moved the SSS, it was fine, but at first.. i thought i was going insane and asked them "are you placing items directly on the SSS shelves?" at which point my friends told me it was placed in X spot (while on my screen it was placed in a different spot.
no clue if the friends were late joiners or not though, i think not... and i dont use lethal things... if that also helps.
Yeah the LethalLib furnitures breaking on late join I think was Lethal Things
we'll find out
position after joining a lobby would be related to network objects and stuff, i dont think i handle any of that
Yeah that's why I think the late join problem was Lethal Things since it was the only networked mod adding furniture
As for the SSS problem where it's in the default position where clients join, it could be a bug on the SSS end idk yet
I reported it on your github just incase though
Yeah can confirm late join bug is fixed
So that was Lethal Things doing that
wtf π
what happens if you uninstall DawnLib? and you let the SSS being registered with LL
Well if it's what Xu is saying here it might be funny on your end after the new update
oooo, this can happen if you install a new mod that adds furniture while still being on the same save
I haven't tested downgrading only the SSS
well i guess thats possible but i dont believe that
But if you install Lethal Things (that adds furniture) while keeping the same save then you may have issues
its the same thing as removing mods but keeping the same save
idk if its what you did
No cus I don't feel like making a new save in the middle of a stream
oh your streaming, i didnt know mb
019a2c99-219d-0254-21fa-c70682fff7d3 You're welcome to test with 2 clients in lan 
Off topic, but where did you get that ghost suit in this picture? (Never mind! Found it!)
yeah that was not what i was saying either lol
i was saying that this is not supposed to break for any sort of late join by default because of how unity works
yeah it will share the position
the only thing i thought was installing new furnitures mid save but she said no
well, ill let xu test this, since it works fine for me π€«
eeerrrrrrrrrrrrmmmmm furniturelock just updated to fix furniture not getting placed correctly
shit
@rain agate Yeah the SSS is fine with LethalLib, but issue repros with DawnLib
@rain agate Looks like this error threw for clients
Ah, that is very funny
But that means it's a Xu issue hehehehehe
Any idea why there's the NRE though from a client's log?
One sec I'll get on my pc soon and inspect that
I'm thinking the NRE might relate to why the placement isn't syncing, might be your network syncing is broken on the DawnLib side of things but not when using LethalLib
Also the funny issue has a bit more detail
019a2d82-5854-cb55-ab8d-1577be244ed0
so, i checked the code and thats the place where i sync items inside the SSS
I dont have any code to sync the SSS position because it should be handled automatically (and it is the case with LL as you saw)
anyone correct me if im wrong but the NRE happens here at line 235
so it's not null then 1 frame later its null? lmao
at least that explains why it's only for the clients
this has nothing to do with the problem here, the NRE is when a client is trying to sync the items inside the SSS
So im pretty sure thats just a problem from DawnLib
Prolly
We'll see, my bet is on a different mod since I sync vanilla furniture just fine from testing 
hmm, if you have any question on what i did for registering the furniture with dawnlib let me know (but you should already know that)
just out of curiosity, have you tried reverting dawnlib to 0.3.10 and sss to 1.4.0? so we know if thats a recent problem
Yeah with those versions it's fine
Idk the small profile I put on the Gihub report has next to no mods lol
oh
current is 1.4.1
compared to 1.4.1, the patches that made it compatible with DL
But you asked me to remove that because you switched to harmony return false
Ah is it me not overriding a mod then?
It's possible it's you not overriding LethalLib
lol
so it tries to use both
Uhh I mean maybe, I know LL has it's own saving ig I can try that
Does the SSS need LL if dawnlib is installed
no
It doesn't no
Okay should be a fairly simple test then
but in the test profile I did include LethalLib
that shouldnt matter
Min profile my ass you got 150 mods in it π
if DL is installed, i use DL and thats it
wrong code wuh
150 is now small π₯Ί
It's the one on github
I had a test profile of like 14 I replaced it with
LMAO
Thanks Github
I wonder why it didn't save that wtf
Well regardless you should be able to repro it in a fresh profile with DawnLib, LethalLib, and the SSS + deps
That was what I tried to send on the Github
β οΈ
Idk why it didn't override it
I bet Gale did the funny rare thing where I exported the Test profile but it exported a code from the Main one
LMAO
019a2f91-8097-4775-3b7a-f56594a6d947 So this should be what I tried to send
It was just these mods
β οΈ
lmao github moment
Ah also lunxara,
If it is still a problem after a few days and you cant just remove DawnLib, I'll change the mod to use Lethal Lib by default so you can still use it
Depends of when Xu will work on that I guess
yeah i looked into it a bit today, im still not super sure why the position isn't getting set by default to what it currently is, i think i have an idea, and i might've fixed it, but i havent had the chance to test it
ok then no worries, ill wait so hopefully you can figure out the problem
@rain agate The SSS thinks the wallet is a vanilla item
Oh no
The naming is made in priority with Lethal Lib
@next talon do the Lethal Lib modded shop items list don't get filled with items registered with Dawn Lib?
It's picking me up it just thinks I'm vanilla no?
Probably cuz I register stuff before it
Oh also what would it even say if not LethalCompanyGame or LethalLib
No it's not getting picked up so it fallback to vanilla
Ic, my patch might be straight after it registers then, I'd have to check when and how it looks for custom shop items
If you don't know what's going on, since these items are registered with DawnLib after all, I could make the naming use DawnLib list in priority?
Cause right now it uses Lethal Lib in priority because I found out that the mods names in DawnLib are harder to understand or guess than LethalLib
(removes capital letters, ponctuations etc)
You can if you'd like, everything you said about it being harder to understand is also true but I think it is a better format overall
I guess
Well I know this was never meant for a use by users directly but I can't do something else without like a rework in the Matty Fixes way of things
So I'll change that
Why not just make it use the way DawnLib logs it's stuff?
Like it debug logs everything, you could have it be code_rebirth:wayfarers_wallet for example
.
Ah, I mean idk I find DawnLib to be easy since it debug logs stuff
lol
If it didn't debug log all the info I need then yeah
I would find it much harder
It's super helpful that it does that honestly
The thing is I can't change this stuff internally besides using DawnLib listing or Lethal Lib listing because otherwise every save that uses the old system will get corrupted with invalid ID
I'll see if using DawnLib in priority makes the wallet work fine
But the names will be so so hard to find for a random user πΏ
Oh the wallet does work if I input that naming into the config
that I showed it logged

Well yeah but that's not the correct name 
Now imagine there is the same item name from a different mod also using DawnLib you will have issues
Ok i updated it to use DawnLib in priority so please Xu dont change anything
@boreal prism code_rebirth/Wayfarer's Wallet should now work
If you have a previous save with modded items stored in the SSS, maybe you also need to reset that save? im not sure but a clean save should be good
i doubt i'd be changing my namespace key system :p
ok nice
Any reason why exploded grenades are "illegal"? I planned storing some here but can't
they are illegal, if you put it you can go to jail!
Jokes aside, idk :,]
the real reason (besides the joke) is that the grenades state of being exploded is not saved in vanilla, thus if i allow it to be stored it will be recharged
Oh I see, I was kinda hoping to stockpile them for when I need them to trigger mines
i'm having a problem with SSS, the items stored inside don't seem to persist being in the SSS between sessions (saving, going to main menu, opening the save again) the items are either on the floor or disappeared, (i had 5 flashlights and only one was there) and after trying to put one of those items back in they disappear and are nowhere to be seen
it's a bit frustrating ngl lmao
nothing odd in the logs for what i've seen
Can you send your mod code?
If you have something like GI make sure this is off
That's very weird because if there was conflict with some configs there should have been multiple errors or displays in the menu /warnings upon joining the ship
I also assume you have DawnLib? (all of that should be dependant on your installed mods as lunxara said)
However I can also see that you have both the SSS and the vanilla cupboard very close to each other
I've never experienced that but I know some like virus managed to fix some problems by separating the 2 cupboards from each other
I don't have dawn, I'm using it with LL and Matty's fixes/GI
Ok, then you need to enable pretty much every config in these mods
except outofbounds fix in MF
as stated in the readme of my mod
Yeah yeah, already done
Profile code rn but I'll send it when I'm on my computer
I'll separate the cupboards and see
yeah, thats my only last idea, or else there is a new mod that i dont know about messing with the items
I don't think I have any other mods messing with items... I'll test/send the code
so out of bound disabled?? the readme said otherwise
Yes but disabled if you also have GI fix
It's also in the Readme
Hmm this should also works from what I tested
If you don't find the cause send your pack and I'll investigate
i'll test separating the cupboards rn if not i'll send you the pack
Ok
still doing the same, but only with the items that <were> in the SSS before lobby reload, but the others go in fine in the spots where they should, it's weird
019a68d0-15f7-6676-84ed-561800d07aed
here's the pack
i'm going to test in a new file to try and have the same result (i don't want to wipe the file)
https://medal.tv/es/games/lethal-company/clips/ltoFshN7v7VVu945q?invite=cr-MSxpQlEsNDcyNTUyNTk2&v=59
Ver los vΓdeos de Untitled de isma_kenji y millones de otros vΓdeos de Lethal Company en Medal. Etiquetas: #lethalcompany
Maybe your save data for the items got corrupted after so many reload of invalid items
If you want to make the storage clean while keeping your existing save you'll need to press the reset button
maybe i touched something without knowing or it got corrupted idk, i'll remake the lobby and unlock the things we had
sorry for all the fuss lmao
Dw
Data corruption is very easy when you reload an item that was bugged initially
I'll check you pack later
@dry igloo ok so for me your pack worked without any problems, save/reload was fine
i put the cupboard just next to the vanilla cupboard also no problem
Yeah i was trying too and I didn't get it again, the save just corrupted for some reason I guess
Yeah, i think either you installed /uninstalled mods while keeping the same save
Or some items got lost for unknow reasons, so the SSS can't find them anymore and thats why there is empty spot in your video, just like if it was there
items are stored in memory but physically its not there
when this happens, a lobby reload will not fix that
Ye, I'll be more careful next time hehe
What you can do however is to activate the reset button upgrade in the config, then press it in game while having everything stored removed, then replace your items in, leave the game and disable the reset button, then reload the game
This is a bit complexe to understand but this will free the cupboard memory so you will be able to keep your save with fresh data if you want
If I see that happening again will do just that
Ok, let me know if you need any more help
1.4.3
- Added
Scraps Whitelistconfig, this can be used to force allow specific scraps in the storage whenAllow Scrap itemsis disabled - Updated in-game error messages display to skip some checks if DawnLib is installed and correctly configured
- Added something special for December
btw, even when scraps are disabled, i think vanilla shells still go in the cabinet, and afaik, they are scrap.. just thought id mention it.
Shells are not scraps
(yes, I restarted and booted up the game again 3 times and checked ship colors to see if I can even find the cupboard)
Uhm
I'm confused this has worked since the first release
vanilla shells show as GREEN (scrap) for me.
green vanilla shotguns dont go into my cabinet.. vanilla shells (green) do
blue shotguns (modded buyable shotgun replacment) are BLUE tools and do go in the cabinet, so do their shells.
so.. i guess vanilla shells have attributes like TOOLS, but have a price+colour like scrap?
The color of the scan node does not reflect the type of the item
You can do a scrap with a blue or red scan color
Or you can make a tool with a green scan color
Vanilla shells shows green scan but they are not scraps
There is no tool attribute but there is a scrap attribute, and this is not checked for shells
somehow fixed itself
π€―
i am aware, but i was under the illusion that all vanilla items followed the rule of blue for tool, and green for scrap. i guess that rule doesnt apply for shells though.
@rain agate
I forgot you said to post here so it can be pinned.
Tooltip Quantity Display:
While looking at an item to pick up thats stored in the SSS the hover tooltip will display the number of how many of that item is currently stored.
Provides a quick and easy method for seeing Quantity of stored items vs our previous ideas we discussed in the past. Also doesnt require GI Monitors.
The GI monitor only shows so many at a time and cycles slow ALSO is currently buggy and not updating numbers properly on the monitor.
Thanks for posting here
But about the GI screen, its not buggy, it will just update the quantity at the same rate as the cycle speed, this means the quantity update is not instant you need to wait for it to update
If you are wondering why i made this delay, it's only because otherwise if it was an instant update, it will spam GI screen API every time there is a data update, and the API may print some logs depending of what was updated on the screen, so i made this delay to improve performance
But i agree your tooltip idea is really good, ill work on it one day
No its not that. While we were testing it yes there was a delay but eventually it ends up not registering the first grab we did and ended up saying there was 1 more than what was in it. I'd have to record it and show ya. But while messing with it the number was becoming inaccurate while registering some removals and updating. Could potentially be related to 1 mod that appears to be breaking some stuff in my pack though as some terminal and networking stuff is having issues. Gameplay wise things run great but somewhere in my pack there is 1 mod I havent been able to locate that is breaking a few things and not flagging errors. Its become hard to reproduce the problems too, but last night we think we know how to reproduce 1 issue easily to try and find it. Maybe this will fix SSS and GI screen for me.
Oh!
i see, ok
well, maybe there is really something i forgot to update ? if you manage to reproduce it with some steps, please let me know
I just put 4 flashlights in and pulled them out to test the screen. Plus with the tooltip in theory its faster and you dont need to wait for the screen to switch to see the items. When full it takes forever to get through the list also.
yeah i know, dw ill try to add the tooltip quantity when i can
Back on this
This looks like more complicated than i thought
Like it's very easy to change a tooltip, with customGrabTooltip, one of the fields from all items
But other devs can use this field themselves to change the "Grab : [E]" text to whatever they want
This already means i can't just override the customGrabTooltip value, or ill need to save every stored items tooltips which isnt usual to do esp since it's supposed to be a misc feature
I checked the place in the vanilla code where tooltips are written to the UI, so maybe i could edit that at runtime, and I found it's in the dead middle of a function run in LateUpdate() (quite a big function also), this means to get there with a patch ill need to do an IL patch i think? (or harmony transpiler), and that's also some kind of work that is not as simple as a classic patch im afraid
Also, even if i get there, this will mean checking if the item is stored inside the SSS every frame, which is not performance friendly
So, as long as i dont find any other solution, this means that your feature idea will need to override the value set in customGrabTooltip and modded items that use this field to set a specific text will have the text removed
So yeah, i dont really know how to do this cleanly
If someone else wants to help with that, let me know
@rain agate
What about a small number display on the SSS that shows the quantity for each spot? I remember we talked about it in the past but I don't remember what the outcome of it was.
Thats possible, will require to use unity tho π³
Do you have a specific idea of where the number should be exactly? Like in the background, floating in front of the items or somewhere else?
If you can even make like a drawing that would be awesome
Actually I'm considering another way to do the patch for the quantity UI, so maybe I'll try that
Don't delete premium scraps again
πΏ
I was thinking on the shelf right underneath the item. Cause behind the item might get blocked by certain items. Even if its just a little number its still something.
yeah dw, as i said im considering another way to do the patch for the quantity UI so ill try that first
i think i got something that works, kinda?
Thats exactly what I was pitching to begin with. That's perfect.
Then its just a simple look and know ya need more shovels! π
Ok π well, could you please try this out for me ?
this needs to be tested both in solo and in multiplayer
with client leave+rejoin and lobby reload
anyways, the usual π₯Έ
i dont have time to test more in depth so im not sure if i broke stuff
if this works well without issues, im also wondering if i should add this as a enabled default feature ?
I forgot to tell you
This requires a misc config to be enabled
And you'll need to have AutoHookGenPatcher installed or any similar mod
gotcha. I'll add it to my tests i'm about to conduct for Lega lol
tried putting a flashlight in the thing and its just gone.
but on a brand new save it works perfectly fine!
guess its just my save file or somethin
oh well!
So apparently when reloading a save (most likely an incompatability with something, I'll send the log after the session)
the items on the self appear on the floor!
If said items are put back the items are gone! (any new items that isn't on the shelf like a flashlight beforehand is on a new spot of the shelf)
Hmhmmmmm I remember some people had this issue before, but I don't remember what happened exactly (because it's working on a new save)
I'm not sure what you did between lobby reload on your save, but if you really want to keep this save then you'll need to press the reset button (to be enabled in the Config) to have it reset the memory of the cupboard
Actually I'm not even sure if that's the problem hmmm
context: I leave and rejoin a save and all the items are below the cupboard, I bring said items away from the cupboard onto the left of it.
https://medal.tv/games/lethal-company/clips/lAiFzJSbX-ogw1m-P?invite=cr-MSxnMHksMTkxNzQ4NTcz&v=21
Watch smart cupboard by GiganticEvan and millions of other Lethal Company videos on Medal. #lethalcompany
wouldn't the reset button delete the items or would they be put somewhere else?
It will reset everything stored, but actually I'm not sure if this will fix your issue
Do you have mods like DawnLib or Matty Fixes?
I can't check your logs rn but this should be what's bugging the leave and rejoin sync
I do have dawnlib and generalimprovements
Does the DawnLib save item config is enabled (config set to false)?
tw french....

I was busy doing something else at the same time ok
This user is employed
I checked your logs, there is nothing special in it
And i checked your video, and yeah some spots seems to be "bugged"?
Unfortunately, since you said it's not happening on a brand new save, i can't do anything for you
Maybe you installed mods mid-game while still keeping the same save ?
I did infact get rid of lethalinterns mid game..whoops.
This mod does not add any items no ? so prob not that
Right but it was removed mid session
Idk I'll figure out more the more I play with my friends.
that shouldnt be a problem i think ?
well, in the meantime, heres what you can do
- if you want to keep your save, then your only solution is to cleanup the cupboard with a press of the reset button as i said before, this will clean the memory and should let you replace items inside (will remove all bugged spots)
- if you don't care about your save, then reset it
Gotcha
hello
1.4.4
- Added the
Quantity Cursortipupgrade that can be activated in the config: will show the quantity of the item stack on the cursortip UI when hovering an item stored in the SSS - Added AutoHookGenPatcher as a dependency
- Added a check to prevent invalid GeneralImprovements screens from being set by the
SSS Screen positionconfig
bye
why is that ? π₯Έ
idk i prefer thing being an upgrade rather than a config
gives like a tiny progression
more things to buy!!!
unless im understanding it wrong
Yeah it's a config
oh
But the config section is called "upgrade"
you got like the cozy lights, the wide cupboard, etc in there as well
oooooooooooohhhhhhhhhhhhh
then i missunderstood sorryyyyyyy
i thought it was like something you could buy to upgrade your cupboard
The difference between upgrade config and misc config is that upgrade config is actually made pretty well and i will update it if it is broken
misc config however...? i dont care too much lol
tbh i dont even know how this could be done
now that i think about it no mod has done that
That could be cool but im not sure if many people will like that
if its an option it wouldnt hurt anyone hehe
do you have a screenshot of how it looks the thing you added?
I think it's really easy to do, with some magic tricks π
is it like something that shows when yous can?
look at the readme my friend
this?
or
thunderstore
yeah on thunderstore
no
oooooooooohhhhhh
ok its cool either way hehe
i thought it was going to be like a floating number to the side of the item
i have no idea why
It's only for people that wanted a way to see the quantity faster than with the GI screen tbh
Yeah glitch wanted me to do that i think? but i dont want to open unity 
xD
i would not want that
too much clutter and honestly not really like uhm vanilla? idk
yeah probably
having it integrated in the UI itself is peak
tho having an option to see it when you scan would be cool to
but idk if its possible
and maybe its something more for the HudGuy to do hehe
hmmm
thats possible i think ?
oh
but what if an item has no scan node ?
not a good idea afterall
what kind of item doesnt have a scan node what
tools in general ?
ive been using uhmm scannabletools all this time
i forgot that doesnt exist in vanilla xD
then yeah i guess it wouldnt work that well
So where exactly is this "reset button" I have it enabled but I can't see it.
Scratch that, found it. 
One of my buddies and OG in our lobbies thought of the tooltip idea cause originally I pitched having a display number on the cupboard and when he pitched it I immediately DMed Zigzag cause I was like WHY DID WE NOT THINK OF THIS SOONER ITS SIMPLE AND EFFECTIVE!. One issue we always ran into was that we would run out of items cause I would just try to guess how many we had based on how many death happened cause you got me messed up if you think im pulling out the items by hand to count them π
Also @rain agate This is technically part of the final version concept π remember back at the beginning we had
SSS self sorting storage [Original Size]
SSSS super self sorting storage [Wide version]
SSSSS Super Speedy Self Sorting Storage (I think thats what the joke was lol) [Display number and a tray that auto collects]
Tbh I wanted the display over the auto collect tray so my dreams are fully complete at least with this. Thank you so much Zig Zag for the amazing work you did on this mod and bringing my crazy idea to life π
No problem!
Thank YOU for testing π
And yeah about the automatic box, I still plan to make it one day but not for now
@rain agate I have a problem with the mod
When I put some scrap into the Smart Cupboard, they disappeared
I have found them but for some reason they teleported in the other room resized just like being in the cupboard
you most likely have a mod conflict
Is there any error in the logs ? / when launching the game ?
I didn't notice
Mod pack code?
I will send it right now, I was busy helping my parents
019acbdb-8df2-99d4-415f-a376ad4b6b67
I'll take a peak and see if I see any broken mods
ok
- Celestial Tint is broken at the moment. Its been outdated for awhile and not sure if its being maintained anymore.
- Huntdown: Hasnt been updated for v73 good chance this could be breaking.
- RouteRandomRedexed: Very out dated. If you want a good mod to replace try RandomMoonFX. Its by ZigZag
- Lethal Doors Fixed: Not sure if this one is needing to update to v73 or not. If you feel its not working then yeah it broke and needs an update.
- Quota Rollover: Not needed. General Improvements has this feature and you can adjust it how you want. 100% remove and us GI.
- TerminalCommander: Why? You have Vega that can do this stuff for you. Old outdated mod and potentially breaking stuff too.
- Scanfix: Old mod that you can use GI and I believe another mod you have to get a similiar effect. GI you can set up a monitor to tell you how much is on the ship, and another monitor to tell you exactly how many items and total value is left on the planet.
- HealthMetrics: I'm gonna sound like a broken record at this point. General Improvements has this feature too. Just might have to turn it on.
- LCBetterClock: old outdated and had bad performance issues.....and General Improvements can do it too. I've got mine set to be visable while in facility.
- Facility Meltdown: May be broken if I recall correctly
- FasterDropship: Go into your Lategame Upgrades and go to Drop Pod Thrusters and change like the image I'm gonna post shows. This will make it do the same thing and should in theory unlock it from the start.
You've got a lot of old outdated mods that have pretty much been implemented into bigger mods. General Improvements can be configured to replace a few of your old mods. The problem though is its hard to tell what exactly is breaking cause there are a good amount of mods i'm unsure of right now. V73 messed up a lot of mods, so ones that were fine and no longer being maintained ended up getting screwed.
If you need any further help along with some testing feel free to DM.
For the ScanFix if it's relating to the personal scanner stuff then yeah just use GoodItemScan...
Also LCBetterClock is fine, but LethalHud contains it's features now and does them better
holy...
Performance issues can come from having the clock update in realtime which you can just disable that
Facility meltdown adn lethal Doors work, also it's the experimental version that works, the original Facility Meltdown doesn't work since it's not updated
but I like that feature...
Then switch to LethalHud.
I will consider it but not now since I am already playing
I use Healthmetrics because of the visuals, What GeneralImprovements does is boring, no colors, just showing the hp. that's why I disabled it in GenerlaImprovements
LethalHud can also do that and does it far better, HealthMetrics is buggy and is always on the screen even when dead last I played
that mod is hella outdated and abandoned
TerminalCommander I just install on all my profiles because it's a Quality of Life mod and it works, I tested it, I mostly will use that mod if I have to play with someone who doesn't want to use Vega or if someone will stay on the ship
I would listen to Lunxara in terms of the lethalhud. It still helps reduce outdated mods from your pack that hurt performance.
ok
I will, but I am playing rn, I will do that after closing the game
Yeah s1ckboy just pushed an update to fix some performance issues with it too, pacoito helped him profile it and diagnose some problems
its super outdated and no longer maintained, meaning it could be breaking other mods you just don't realize it.
Yeah that is the case when you keep mods that get quite old, you have to be careful and double check they don't do much or they can cause underlying issues
Escpecially with v73 update breaking every mod that uses networking.
Isn't scanfix just a...fix? also RandomMoonFX randomizes the moon everytime and you can't change that, while RouteRandomRedexed is for when you don't know which moon to go and just type random on the terminal to choose a random moon
ok then, I will use Vega and who doesn't want to, will have some issues then
this is true. didn't realize that was what it was for.
They just have to play the game as intended
There are LGU upgrades that make that part stronger. giving them a 1 click button to just cheese it defeats LGUs upgrade and the fun of the game.
I can't really double check since I do not know how majority of mods work, so just looking on the surface it looks fine, that's why I ask for help here, for things that I don't see with my bare eyes. But yeah, thanks guys for help, I will do some changes after I am done
also yeah looking into it more I would suggest not using it. some of its other features are gonna be broken for sure.
LGU?
oh
I get it
LateGame Upgrades
LGU is fun but yeah you have to rebalance it a little
Phew just checked you BetterBetterTeleporters and its up to date. I had remember a prior game updated broke teleporter mods.
can you please explain one more time because i didn't understand what's wrong with LGU in your sentence?
Like I said before if you want, DM me and I'll help ya out with your pack and can even adjust the configs with you in VC so I can show you what I'm doing.
Theres nothing wrong with it.
yeah, I couldn't find any up to date teleporter mods that do what that mod does, and then this mod appeared right before my eyes, fresh new mod
But it had an upgrade thats for destroying landminds and turrets instead of disabling them. The Broken Mod we are talking about kind of takes away the point of the upgrade.
General Improvements does teleporter stuff too, but after looking at this one I might check it out. I see one of the fixes it talks about might be an issue i've experienced.
Also disable any LateGame Upgrade that deals with teleporters while using that mod.
Yeah the visual bug
It also piques my interest lol
What if late joining isn't the cause, and its been this damn thing all along lol
The mystery of the invisible players.
I tried GeneralImprovements but I think it doesn't teleport...everything? I think some modded tools or scrap doesn't get teleported. that's why i wanted to use something else. Most mods that do the same thing as GI, I downloaded just because they do something a "little" different than GI. LethalHud seems pretty nice, I will look into it
Invisible Players I found usually happens when a new player connects in the slot that someone else was in
I found that's when it's a 50/50 to happen
so just disable Fusion Matter, yeah?
What if its related to the teleporter though some how?! Listen Lunxara let me live in a fantasy land of wishful thinking for a couple hours lol this has been the 1 bug we can not fix lol
Yeah
LMAO
And I know you hate that bug just as much as me
and I didn't understand (again) what's up with Malware Broadcaster you said, you want me to disable it too because it destroys hazards?
No I'm saying its good and fun, so if you use a mod that makes where you just click 1 button to shut off every hazard thats kind of boring and defeats the point of maleware broadcaster.
I have a player who loves sitting on the terminal destroying the hazards as we get near. Its scary for us, but then we know they are watching us at that moment.
oh ok, Vega still can stay as he is a lifesaver in different situations, like with the teleporter for example
He's definitely only designed for solo play though
Yeah I know someone who uses it in their own pack. I think it does need to be updated though. Might have issues with clients but for the host I think its still fine.
Also @boreal prism I re-read the bug. Its def a different bug. I remember experiencing that same bug it fixes when I was being trolled by my players and then they freaked out cause I was gone. It fixes its self pretty quickly on its own so I'm not sure its really worth adding in just for that.
I'll stick with General Improvements version of teleporter QoL
does the upgrades from LGU disappear after you die?
or when you enter your save file again?
I downloaded LethalHUD
and also replaced other mods
like Scanfix and TerminalCommander
thanks guys
@late anvil also what mod you suggest I use for something like Late Company that works at the moment?
Lobby Control. Read the info first and mess with configs theres an option to always open the lobby on going into orbit. other wise you gotta type a command in the computer.
thanks
also no the upgrades shouldn't disappear. There is an issue right now with clients sometimes getting the host upon lobby reloads.
But if you removed mods and reloaded a save its gonna be borked.
Also upgrades have been persisting between getting fired. Unsure if its a mod in my pack or a LGU issue right now.
because I played solo and after I died each time I quickly quit the game so I can save my progress and entered the save file again and when I entered the game after quitting I didn't had my upgrades
Say you grabbed your upgrades in orbit, then landed and died so you quit. The game saved when you entered orbit so all the upgrades will be lost then. Usually you should get your points back though. But the game generally saves when you leave a planet and go to orbit.
I get my points back tho, and I don't remember but I think I first bought the upgrades when I was on Gordion, then went on a hunt for scrap and pretty sure I left a moon atleast once to go to orbit and save my upgrades
not sure then. something could be conflicting and breaking the saving of it cause it does save for me.
Anyways i may not respond for awhile if you have any other questions. I'm about to start up stream and lobby after making evil changes to my pack.
I may not chat for a MUCH longer time period because I will be going to sleep soon, instead of playing I will work a little bit on my mod before sleep since I have to edit the songs I wanna use, hearing them raw in-game seems off so editing them is a must
Good luck. and if ya want jump in stream and hang out for a little and we can discuss other mod related stuff too.
thanks but I can't, my parents are asleep I would if I could
@normal temple had the Idea of being able to put the inventory of the belt bag directly into the SSS via the chute. So it empties the entire belt inventory into it
Problem with that is it might be to hard for it to detect blacklisted items which would then lead to other problems if the items bypass that.
Honestly I wanted a faster way to deposit too, but overall the SSS already saves a ton of time as is and its not that time consuming to load items in when you got friends helping also. Usually we have a group use belt bags to grab and drop next to chute and a couple sit by waiting to load it up. Then as supplies are all grabbed others will jump in to help load too. What use to take a couple of my players an entire game day after company to organize and store stuff in the normal cabinet now takes maybe 5 minutes to do.
Yeah so far its been an incredible time save as well as the quantities now showing in the tool tip. But I am just playing it with one other person so it takes a bit and gets even worse in solo.
Yeah, as glitch said + i never found a good solution to make it work
To make it faster, i eventually plan to implement the automatic box which should help with belt bags compatibility and when playing solo
Just think of it like this, it be worse if you didnt have the SSS lol π trust me I'd love it too, but I know its a very hard to accomplish feature and im just gonna be grateful for what the SSS can do. My vision was to be able to dump the bag contents onto a tray and then they go Poof and auto load lol. Then it would be able to know the blacklisted items. Only problem with my theory is soccer balls π I could see my lobby deciding to play a game of who can kick the ball into the chute......omg that actually sounds fun now that I said it.
not to say there is an issue, but there "may" be an issue.
I configured my SSS to contain a modded item with a count of 50, because of the issues ive had, ill just increase this to 50000, and it will be fine (assuming it loads the 50000 once in a while XD), as the issue is on/off.. but the issue seems to be that "sometimes" the item isnt refilled.. im wondering if the SSS is setting up the "store" item within itself before the items are loaded in the game or something?
my only test was that.. i set this up on a test profile, and it worked fine... the item appeared in the SSS instantly in the first slot.
then the following weekend, i played with my full profile and used the same config on an OLD save.. and it didnt work.
then the next weekend, i played with my full profile again, on a new save.. and it didnt work... but we reloaded the lobby multiple times.. and at some point, it suddenly worked.. when no config was changed.
so the last time my group loaded the lobby, i was seeing a static 50 items inside the SSS... but i dont know what will happen when i reload again, so thought id mention it, can provide an update this weekend once i know, just figured if it is related to it being a modded item.. perhaps its easy to find and fix.. π
can provide config and a mod code if needed, just let me know and ill get on my pc and get it for you.
maybe an extra "attachment" that goes on the floor.. any item dropped into the "floor chute" gets sucked into the SSS.
so from a belt bag dropping it, or a player dropping it, if it lands on that part of the floor, instantly in the SSS (as long as it can go in there)
Hm
The only thing that is expected here is when you loaded the old save
Permanents items are not spawned upon save reloading unless these items were already spawned in the save before
Now about the new save I'm not sure?
If you know a way to reproduce that I'll appreciate
ah ok, maybe thats the issue then.
new save i think is ok.. but i guess next time i play, it will be there then... π
well, i just added the working config after playing some days with the cabinet unlocked. I guess i reloaded after a shell was placed in there, so it fixed.
Yes thats the last thing I wanted to add to the mod, I'll do that in the future
There was concept of that feature before the first release of the mod but then I started to work on something else
For now idk when I'll add that
The cabinet was already unlocked? So it was like an already existing save no
i forget tbh.
when you load a save, you can buy the SSS, its empty... right?
I think then there was no item.. eventually, we started using the item.. so i put the item in the cabinet.. (i bought some from the vanilla store), then we played, and i saw the count was decreasing (well not at 50 at least). Later, we got a bug, so we reset the lobby.. and suddenly the item count was always 50.
I think then i loaded a test save after i finished playing, to see if it all worked there, and it appeared there fine.. but this is why my memory is foggy on exactly what happened, as i cant remember what was from test save, and what was from the "playing" save.
Lmao I didn't properly understand everything you said
sorry, have a fever today, probably writing like a clown xD
But yeah when you buy it, it's empty unless you have permanent items, then it's not empty (same if it is unlocked with Furniture lock)
No worries π₯Έ
Let me know if you find any other way to reproduce the issue on a single save this time π
yeah i think with a brand new test save,the item was there right away once bought, i dont know about my in progress save though, i dont know what happened there, i just know at some point the it wasnt working, checked my config, it was correct, and at some point it did.
sure, will do π
@tranquil ferry did you update Dawnlib in between the first save and the next? I could be mistaken but @boreal prism said something about an update deleting items from the ship if it was an old save from before the update. Lunxara has more info on it.
the item was never there so there was nothing to delete, as i said, the config wasnt working, then suddenly it started working for storing a permanent amount of an item within the SSS, and regarding versions I wouldent know, i dont keep track of versions, i always use the latest one for every mod, unless its known to be broken.
Ah gotcha, I mis understood. My bad. I thought you meant you had items delete out of it between saves.
Shelf doesn't seem to be working now?
Tried putting items in but shelf doesn't seem to hold it
k nvm I guess DawnLib updating broke it
New save file fixed it
When adding/removing scraps mods, or updating important libs you should always start a new save
Could you add compatibility with GI shipscrap monitor?
The monitor already tracks the first item of the stack
Adding a way to track the other items of the stack is possible but I'll need to look into the GI code more
it delates the items in it if you leave the game
Most likely a mod conflict. Just ran a lobby Saturday and it worked fine. Please provide logs and a mod pack code. Logs might help show what the conflict is. Also what items were stored? Was it all items or just a select few?
I also run SSS consistently too which is why I am pretty confident that its a mod conflict. Currently at work but I can at least view your mod pack to maybe see if I can see any problem mods.
Mod pack code please?
@atomic crown I do have a small theory, try without Ship Inventory installed and see if the SSS works. Its possible Ship Inventory might have an issue at the moment. I saw something posted and haven't fully dove into it yet since it updated.
sorry here you goo
019bb373-7968-6c9c-c95d-2fe81302a8ea
Thanks give me a few. At work but can still look it over.
Alright I wrote down a list of mods to look over. They are ones I don't use and some I believe to be very outdated and replaceable by newer mods. If you have time to test, disable ItemclippingFix. That one sticks out to me as the highest potential conflict. Its 2 years outdated and you have other mods doing the same thing so its redundant. Would also make sense as it touches items in storage so its most likely sending your items somewhere else and not actually deleting them.
Also you need LCbettersaves Fixed. Its a support mod to fix LCbettersaves
Also i don't think HotbarRD is also needed or compatible with Lethal Hud. Its also 2 years outdated. Lethal Hud does so much more for customizing
Oh okay I thought Matty fixes did something similar to item clippingfix but not the same so I just had them both and thanks for the heads up on the bettersave I havenβt really been up-to-date itβs hard keeping up with all the mods when you havenβt played in a while and new and better alternatives are made
Thanks I will try and see if it helps:)
Yeah run a test without the one mod installed and see if that fixes it. Reading its effects scream conflicts with Mattys and SSS π
Also if you want i can VC with ya at some point and go over some mod stuff with ya.
Like I said HotbarRD wouldn't mesh well with Lethal Hud, there are a couple others I saw like coil head weight adjustment. You have Lunar Config and if you dig in that and learn how it works you could adjust coil heads in there instead. Ive been meaning to try and learn it myself as it would be nice to set some stuff up with it. I just get a little overwhelmed looking over its configs for everything π
Freecammer id replace for poltergeist. Poltergeist is a lot more fun and interactive for players when dead and tbh Freecammer is another extremely outdated mod that I'd be surprised if it wasn't breaking stuff somewhere. There have been many major game updates that required a lot of mods to update or they would break.
Nice Thank you so much for all of the help itβs really appreciated thank you finding time to help me with everything!! The vc would help a lot:)
Any time π this mod here is special to me and Zigzag has done a lot for me and my community so I like to try and return the favor and help people out in his threads. Even after the evil cursed effects he put me through π
@rain agate I gotta send ya a clip but I got one of your events from slayers dice and I was literally talking to someone and got flung away and realized im in trouble then got flung again but into the lake on March π and died. I have such a love hate relationship with that event its comical.
Ahah yesss! My events are absolute chaos π
btw thanks for helping !
np. it was an easy find. A very very old mod trying to do what Mattys Fixes does.
Interesting, didn't know this one
what is the quantity cursor tip supposed to look like? just turned the setting on, see nothing x.x
It's a number displayed directly in the item grab tip
It's written something like Grab : [E] (4)
4 here would be the quantity
You have to restart the entire game of changed mid game also.
afaik, i changed the setting then opened the game, and saw nothing, will try again later or something when im free to do so xD thanks
Once you store items in it just look at the items pick up cursor. If it still doesnt work then something might be conflicting with it.
yeah thats what i was looking at, maybe i did change it ingame and didnt restart, so ill look at it later, see if it appears ;o thanks
Np. If it still doesnt work I can help debug your pack later to help find the conflicting mod.
Lmao if there is really a mod breaking my patch I'll explode the world πΏ
@rain agate Have you by happenstance heard tell of going to purchase an SSS on a fresh save with entirely new user app data and it not only being priced at 50 when the config is 20, but also telling you it's already unlocked, yet it's nowhere to be found? 
????????????
what
i need more context, i don't understand how thats possible
on a new save also
you didnt hear of the dawnlib update that changes the price despite the config, changes the status of the unlock, hides it up the employees ass and doesnt inform you of any of that? (/j)
I don't have much context to give honestly, I'm as confused as your tsunami of question marks would suggest. No errors are being thrown and no mods were added nor configs changed when it happened.
All I can tell you is that I went to purchase it earlier, and it put one of those piano furniture items from Mel in its saved ship position instead. Haven't been able to buy it since then, just says it's unlocked on every fresh save.
hmm i did update dawnlib's stuff for unlockables a tiny bit, accounting for people who register an alreadyUnlocked ship upgrade, does the SSS have that ticked by default @rain agate? (though i dont see it shuffling the id's)
send a modpack code btw
Here: 019bcda1-8b6b-159c-045f-8ad0e7cdb651
I've since deleted those furniture mods, but everything else is the same. Pack has been working swimmingly for being above average in size, I'm at a total loss w/ this one, or I'm just blind.
this is off, but could be on with mrov's furniturelock i think ?
I've managed to narrow the issue down to 2 story ship. Something there is causing the issue.
