#Self Sorting Storage
2228 messages Β· Page 3 of 3 (latest)
hmmm are you sure? I have 2 story ship installed and it works well for me
I'm pretty sure, unless it's only part of that equation. But I disabled and re-enabled the mod several times and was unable to fault it.
If you're using 2SS and it's working fine, perhaps something in either config? It's just not immediately obvious to me what that would be, but would be easy to test.
It's not like it's never worked for me with 2SS installed and I had SSS fully configured, so I'm leaning towards a config in 2SS being the culprit here. I'll get back to you.
Nooope, not the configs. Happens on default, too. I give up, but here's the most up-to-date pack if anyone wants to replicate: 019bd18a-f423-61ca-d4ad-701a21295b58
Might be another mod's interaction with the two
, idfk. Just not gonna use 2SS for now I guess, I like SSS far too much.
Yeah I use both and its fine. You could just use furniture lock and have it always start unlocked and placed where you like everytime.
Yeah I suppose I could do that. Really just wish I knew wtf was happening though π«
It makes no sense
I'll look over your pack later but most likely a mod conflict. Furniture lock will prevent all those issues at least.
I'd very much appreciate that, I'd love to know. In the meantime I'll give furniture lock a go because I do adore Mel's mod
If you start with it unlocked it's flat lmaoo
This is because I think it's conflicting with the Floppy Reader
Please God no don't be that simple... Gimme 10 to test something
Cus I've never seen it do this with Furniture Lock, even when I reset the values to defaults
Unless it's a funny with 2 story ship lmao
Actually it might be cus of Ship Windows cus TestAccount is fixing a bug
lol
This is the reverse of this issue
I dont understand anything of that situation, but thanks glitch and lunxara for trying to find the problem
TestAccount should be pushing an update soon that will fix it if it's cus of ShipWindows/TestAccountCore
lolol
omgg is it ship windows, I turned it off and the issue isn't there... Not the floppy reader clearly.
It will be fixed now with the new TestAccountCore update
lol
Lol. What even is the bug here?
He just had some code setup wrong, Matty helped him fix it
Ahhh. Well, I'm pretty glad. I would've become an NPC in the Rubber Rooms if this went on for much longer.
Mod debugging drives me insane π
oooh i see ok thanks !
Did you ever manage to figure out the conflict, it's happening to me now LOL π
Oh oh is there a real conflict?
Tooltips are there now, but I am in SP which I wasn't when it was gone. Weird.
i d k, im getting 2 issues.
1 - i thought the "permanent items" would keep the same amount no matter how many are taken, so i set 50, but i am guessing its just set when game starts.. ? ;o if so not an issue, i just need to keep it at millions or something.
2 - and yeah, my tool tips are not showing, pretty sure i use a mod that changes tool tips though, so that maybe why x.x forget which though.
Yeah permanent items are not really infinite, there is a real quantity that you can configure yourself or (ir no quantity is configured) it will be something like 100k
Hmmm for the tool tips I'm sure I tested this in single player and in multi-player
Surely there is another mod nuking my patch π
If you can find it please share it so we can destroy this other mod
This mod is so cool :3
Ngl this mod is better than most mods, and it's a fookin' cabinet
I'm down to utterly nuke a mod
This mod makes the ship upgrade list break for me
What is the ship upgrade list? You mean the screen?
Well if yoj manage to find the conflicting mod (or if @tranquil ferry finds it) please report
Then I'll invoke Xu to fix the problem eheheh
logs? modapck code?
thats fair, i thought they were, so i set 50... lmao xD next save game i have it set as 1million, for truly infinite.. (well i hope, it is shells)
maybe a force restock button in the lethal config menu? (a bit akin to matty's bag fix button) for a restock? ;o just a thought, not nessecery.
ill look into the tooltip issue as well, just when i have time x.x
No worries thanks
WigwamLC is the modpack code
its just not there
so weird
but when i enable melanie's farming and cooking mod it is there
@rain agate SSS needs an update
Was wondering why I kept seeing small rug appear at the terminal when trying to buy the smart cupboard. (I used the word smart and... yea.)
Yeah it just is using something that was changed in the new DawnLib update lol
I do not even know why the SSS is actively checking for that config setting but yeah let me see what changed
ok so dawnLib removed the DisableDawnItemSaving config but why
@next talon
Internal field name change I think when she did the new changes
Config option is still there
Missing Field can be fixed by recompiling against the new version of DawnLib right?
Or does it need a manual change?
Thats probably just a name change then you are right
Will need to update that field + a recomp which is not hard to do, ill do that now
π
Here is what happened
There was no name change, but a type change, which is why it crashed
i just need to add .Value
Ahhhh
the update is uploaded
π
Sorry zigzag, I changed it so that it can be more easily grabbed and edited in the future, promise I won't touch it anymore π₯Ί
Dw it's fine
how was the material/mesh variants part never noticed π
i think two things
the fact that when you put them in the SSS, they have the ability to do the ship entering notification
and variants taking up the same spot (but you probably cant do anything about this)
ah ok
For the notification idk how it's managed by the game, since items are beeing respawned when being stored i guess that can happen yeah
But what do you means variants? The 2 flasks were the same i dont understand this part
were they? am i blind?
yeah
ok no problem then
But i still see the point that you were trying to say (i think?)
Variants are not saved upon a lobby reload in vanilla, so its the same for the sss
was it about this?
what i thought the issue was that the two variants of the flask were stored in the same position
i've thought about implementing a saving for the variant items tbh into dawnlib, it's weird that they dont
Well if you end up implementing that, then ill be very happy just so you know
i need more shelf space 
there is a transfer items to ship function somewhere. i assume that sets a flag, which if true, ignores the item, meaning if the item is spawned with said flag, i assume it wont happen, so glad ive hidden all those notifications so people dont know when others get to the ship xD means i dont see that lmao.
...wonder if this is do-able? (I am aware of the amount being shown when hovering over it, just wondering if a visual display is possible)
I'm suuuuper happy with SSS as is, but actual numerical displays instead of hover tooltips would be so peak, omg.
I'm interested by how you managed to hide that
I kinda had no idea how to design it but your edited image gave me an idea on how to do it
I'll add that in the next features I want to work on and see if it's indeed very easy to do or not
erm, this mod..i beleive.
https://thunderstore.io/c/lethal-company/p/Venture/LessPopups/
Does this mod have any issues with another mod "ship inventory" just asking.
nope
@rain agate im told the snailcats are able to be put into the SSS, is there no EnemyAI check in teh code to make sure you cant put grabbable enemies in there? (i dont know how real this claim is)
this is not real, you already reported that to me in the past and this was fixed to have the enemyai check as you said
Now if its indeed real, maybe its broken
@rain agate
[Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::DestroyItemInSlot>(GameNetcodeStuff.PlayerControllerB,int)
GameNetcodeStuff.PlayerControllerB.DestroyItemInSlotAndSync (System.Int32 itemSlot) (at <7759bcbaa38345349ef70dadded7df08>:0)
SelfSortingStorage.Cupboard.SmartCupboard.StoreObject (GameNetcodeStuff.PlayerControllerB player) (at ./Cupboard/SmartCupboard.cs:202)
UnityEngine.Events.InvokableCall1[T1].Invoke (T1 args0) (at <c39a522eee05469b8171a6cfeb646c59>:0) UnityEngine.Events.UnityEvent1[T0].Invoke (T0 arg0) (at <c39a522eee05469b8171a6cfeb646c59>:0)
InteractTrigger.Interact (UnityEngine.Transform playerTransform) (at <7759bcbaa38345349ef70dadded7df08>:0)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::ClickHoldInteraction>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)
In the beta v80 if you have an item in the new utility slot for tools and try to store it in the SSS it duplicates it lol
ah lol i still havent played v80 but thanks for the report !
it just went into beta today. Been trying to test various mods to see what survives when it goes public lol. So far no other issues
In v80 I also had General Improvements off and mattys fixes off and no issues with rotation or loading back in.
If you have DawnLib thats normal
Ah true lol.
Shit guess the SSS can't be used til the incompat the the utility slot is fixed
I was happy to see it working
lmao
It can still be used just tell people not to store items in that slot.
I also have certain things blacklisted on the SSS so its not the end of the world is someone dupes a flashlight
Hello everyone, i'm frequently having issues with items being invisible inside the SSS.
This happened sometimes when i would leave the current save, don't close the game and then load the same save again. I'm playing on V73 and didn't update any mods that have V80 updates.
The items still appear within the save file contents but are not interactable ingame.
I'm also still able to stack those items but just not take them out.
I didn't change SSS config after having it in the ship, i don't have Matty_Fixes or GeneralImprovements installed and DawnLib's item saving is set to false.
This is the modpack that i use: 019d639f-8bdd-f70b-400b-b7b1f486b003
https://www.youtube.com/watch?v=99m2VfI4lGw
In the video the Night Vision Googles and the Shotgun probably had an ID missmatch, but i have a way to fix that with some trial and error.
I just can't find a way to make the invisible items reappear. right now it's happening for the extension ladder and the radar booster.
Otherwise i would need to go into creative and build the whole sss up again which takes a lot of time.
Ok, i have found a workaround for this
I had a few chats with GPT and he told me this
So in my mind when the physical item is not available within a set distance on load then it won't appear inside the storage
have you downgraded dawnlib?
If you're playing on V73, newer versions wont work and can be the reason for that
dawnlib was on 0.8.16
and you have no mods that have updated for V80 right
nope
So invisible items usually happens when you reload a save with different mods/or with a conflicting mod breaking item positions upon loading a save. Maybe you have something conflicting with DawnLib?
In your video, the "fix" worked because DawnLib probably tried to reload the missing items but found the same items on top of the furniture so maybe it placed these items at their location? Maybe honnestly im not sure about this one, but Xu knows more than me so maybe she can help
And finally what you sent about the chat gpt answer is not false, but you misinterpreted it. Yes the SSS search for loaded items and reload the item memory based on name and position, but if the item is missing (if the item was not loaded in the correct position by the vanilla game) then the spot where the item is supposed to be will broke because it's supposed to be here but in reality it's not
This is why DawnLib (or General Improvements/Matty Fixes) are important to avoid loading items at an incorrect position
And also items in the SSS are not saved in the save file, the sss only saves the item id (name), quantity, scrap values (item price) and saves values (shells amount, some status of items if any, ...). The physical item is saved by either the vanilla game or by DawnLib
I would suggest trying to reproduce this in a clean save, if this happens again, try looking for a mod that could conflict with item saving
Thanks for having tried to help β€οΈ
thank you very much for your explanation.
I add new mods on a regular basis, but even if i do it doesn't break immediately.
I haven't found a way to reproduce it reliably.
If i'm not mistaken it only happens for me if i close the lobby, then reopen it without closing the game.
It never happened after a fresh start, even after i added new mods.
I just tested adding new mods 2 times and reloading a working save, but it didn't break.
All in all it's not very consistent and only happens like 1/3 of the time we play.
And i'm more than happy to just use the workaround that i found for now.
I will also try Matty_Fixes for now, switching between them didn't break it yet.
Ok ok, then let me know if you have new important facts about this issue, if you find any
@rain agate Since I saw you updated your scrap mods I hope this one is next so it doesn't error when you try to put something from the Utility Slot in it ^^
he is working on all of his mods
eventually will get fixed
legend weathers also needs updating, specially with the new enemies
Ye ye it's next no worries
lmao, so based on what i analyzed, it's supposed to work because the method I use is from vanilla and the vanilla code correctly handles the utility slot
However, zeekers forgot to manage the utility slot right here in PlayerControllerB.DestroyItemInSlot
this part of the code is always called no matter it's an item from the utility slot or not, this will error out when this part of the code is called with an item in the utility slot because the utility slot id is 50 and 50 is greater than the size of the array
Whenever the utility slot is used, the code is supposed to instead look for itemOnlySlotIcon and this is correctly done in every other part of the vanilla code, so im pretty sure it's just zeekers forgetting this very specific line
@next talon pinging you here, what do you think is the best solution to fix that? Instead of me just patching out the entire vanilla function
Im also working on adding this feature into the mod, i think it looks kinda clean for now, thanks again to @vapid sky for the design suggestion !
A transpiler! Or postfix depending on where the code is
in the dead middle of the function, aaaaaah i dont like doing transpilers
This one's easy, just run your code inside the if statement or whatever it was
Alternatively you can report it to people like buttery, but I'm not sure how relevant the fix would be for vanilla
hummm yeahhh but the array access also needs to not happen depending on 1 condition, so ill need to like "replace" the line or something no ?
Im not even sure if this thing is used in vanilla, but it probably is because then why zeekers modified it for v80 ?
Oh right yeah, I just read the code better, hmm that's a weird one lol, you'd have to replace yeah
damn
Anyways it's good now, update is almost ready, im waiting for testing by @late anvil then ill release it
the final obstacle
gonna try real quick before i get called back to work
Good news it worked great with my testing. 1 visual issue during take off and landing, but Zigzag is gonna look into it. The new addition is amazing!
Bad news it worked great with glitch's testing. 1 visual issue during take off and landing, but Zigzag is gonna look into it. The new addition is amazing!
Update has been uploaded, now works on v81 with a new optional config to have this :
Dumb question, but does this also work with the wider version?
yep
Thats perfect as I planned to swap it in next attempt to the bigger one.
But how is the quick deposit from the belt bags coming along? I think I remember reading something related to that in here
Yeah i want to do that one day
so are you BACK back? or is life still too strong?
well, it depends
I stopped working on mods as often as before because i got a job, but unfortunately I no longer have a job so technically I have more time until i find a new job
But at the same time i also want to focus on other projects, so i cant say that im "back"
Another awesome mod to add to my pack thank
I wish you luck in finding a new job ZigZag 
thats dope
Lategame upgrades has an upgrade that allows you to keep a percentage of scrap when you get team wiped and when it removes scrap it is able to account for the scrap in the smart storage just fine but the numbers on the shelf donβt actually update. Totally get it if you donβt want to try adding compatibility, I can find a way around it
Yes there is a lot of mods like this one that are not compatible (too many)
The only one that works is science bird tweaks
Sounds good, thanks
@rain agate https://thunderstore.io/c/lethal-company/p/JacobG5/DestroyItemInSlotFix/ Looks like Jacob made a fix mod for the issue you spoke of before, I suppose if you don't wanna keep patching it directly in the SSS you could make this a dependency
does this matter if u have utility slot off
Thanks
But ill probably not remove my patch, unless there is a conflict with this fix
Ye valid just figured I'd let you know lol
like this?
Welp @rain agate Lmao
Damn lmao
It does at least not prevent the SSS from working it seems, just the patch dies on launch and throws that huge error I did confirm it also throws on my end lol
Have you guys ever had it happen that your scrap in the shelf, and it disappeared somehow, but the counter number still displayed the amount?
The number is staying because the scrap was never supposed to disappear, do you have any mods that can conflict with this one maybe?
That was expected lmao
What would count as a mod that conflicted?
As far as I remember, it happened after we finished up on the company and then a friend pointed out that some stuff is missing.
Well, there are some like company quick sell that can conflict, but take a look at the readme there is a section in there about known conflicting mods
I see, so scrap keeping mods are not supported, I guess that would be quota overhaul doing that or rather NOT doing that
But wouldn't it be possible for you to add a config option to have the scrap that's stored in the shelf be kept?
Yes
Yes but it would require adding compat to every mods that can do that and there is too much
I think maybe you can try scrap keeping option in Science birds tweaks, i know this one is compatible (the only one atm)
SCIENCE BIRDS TWEAKS TO THE RESCUE
I totally get that you don't want to add compatibility for every mod, obviously.
But why would there be a need to add compatibility? Can't you just have the items be protected, or do you think there will be conflict either way?
You could also view it as an upgrade, like for people who don't want to have a mod that saves all their loot, just the stuff that fits in the shelf
It's not possible to "protect" the items because those mods either despawn items directly or "move" them to be sold
Items placed on the shelves are placed physically, it's not an image or something, this was made so you can grab anything you want directly without some sort of a "retrieve" action like in Ship Inventory
But then with this system, any mods that force move items will break because I can't expect some items being removed unless it was a player grab interaction (or enemy grab)
Oh I think we are talking about diffrent mods
The only thing i could do is periodically check if all items are still there, and if it's not then i update the shelves numbers and memory, but thats pretty much it and it wont solve all issues
ah oops πΏ
I don't have an issue with "Sell my scrap" I have an issue where when we wipe, we don't lose our loot
I use Quota Overhaul for this, and I suspect the scrap that is stored in the shelf isn't protected from wipe by Quota Overhaul.
Wait, sorry, I said that wrong:
Quota Overhaul makes it so that we don't lose scrap on wipe.
It would seem that the scrap in the shelf isn't protected by Quota Overhaul and gets removed anyway, and therefore I was hoping you could make it a config option to have those items be saved as well.
Not for you to add any compatibility, but just as a standalone feature of the shelf to keep the scrap stored within it on wipe.
Ahhhh ok
Well, Maybe i can do something then for an optional config, but scraps being removed on wipe is the vanilla behavior so you'll really need quota overhaul for it to work
Unless you want to try Science birds tweaks which do the same but is compatible with the SSS
Its up to you
Well upon looking more into the science birds tweaks compat, it seems it only keep scraps that are worth 0 credits or scraps that are specified in the config list, so maybe not what you want
As great as Science Birds Tweaks is, that won't cover it sadly
But yeah, I think I'll test my theory that the scrap that is stored in the shelf, will still be lost even when I have Quota Overhaul installed.
I'll get back to you once I know that
Okay thanks
Ok theory seems to be false but I had this happen:
I think this triggers after I died/wiped.
019db741-8558-3328-a915-ff38dcba9310
Yeah well, thats the thing i was talking about, you have some mods that kept scraps upon team wipe or death on moons, but it's not compatible with the SSS
So weird, the items stay but the SSS thinks they are gone
Yes that's because I expect items to be gone so the memory clears
Dang well, guess just going to have to get used to it. Thanks for the info
Now, what i could add is a config to prevent the memory to reset, but players will need an additional mod to prevent items from being removed at all since ill just prevent the memory reset and not items despawn. In your pack it will work fine, but for other players they'll need another mod to do that properly
So, since it's not hard to do, ill add that in my todo list and next time ill add it
If that's possible than yeah, that be great. Can't really say no to that
Continuing the previous conversation, would that config work with all mods that prevent scrap deletion? We use LateGameUpgrades which has a Scrap Keeper upgrade you can purchase tiers of. Love the mod, btw. π
Ah, then it will work but im not sure what the tiers are doing exactly so maybe not for every tier (and thanks!π)
each tier just increases the percent of scrap saved
Yes, the standard goes from 25% saved, 50/75/100, but it's a very customizable mod. For instance, someone could make it a 10-tier upgrade that went 10/20/30, etc.
i have mine as 20/40/60
oh ok, then the config ill add will not be compatible unless tier 1 is 100%