#BIG Better Inventory Game
1943 messages Β· Page 2 of 2 (latest)
Slow to load, chugging when gets in game, and now it's struggling to quit. lol
Just a big log
this thread is the most riveting drama in my life right now
sounds like the logger really caught something
pass them to me "FEED ME"
yes we are the backend mechanics and testers π
yeah. i'm already full up on bleeding edge test stuff, though, so i'm waiting for things to settle before trying it myself XD
Yeah, removing the logger fixed the performance issues
but it's been really fascinating to watch
Anyways, I need to step away for a little
roger @jagged crypt
he'll be back...they always come back
@wheat sable have you tried my mod good sir/mam
i mean, i intend to, but i want it to be less exciting first XD but your stuff (this and the battery thing) is the most compelling reason i've seen for bothering with bepinex. i just haven't yet
I like these mods because they although they do employ bepinex they are also do not make any irreversible changes, and can easily be dropped if version advancements render them incompatible
yeah
Well. i mean, that is a feature that I approve of, I like these mods because they vastly add to my qualioty of life and enable mechanics I cannot employ in the base game
@clever sundial that log of the mass of fllors would be gold for me lol
Yeah
@jagged crypt new logger for you
There was a sub 5 second total freeze when initially planning the job, but while gathering all the floors it really hit the performance
Ye i suspect it do that alot go's into inventory space scans to keep the AI right about what he has and how to orginise it
But maybe i can lighten the load if it knows your collecting like a whole ship lol
you have a save before starting the haul?
Let me check
π
I love giving people my saves, any excuse to let people experience the Hubris class Executive mistake cruiser
Exactly before we started
I recentlystarted a new game and ported my ship over from earlier in 0.15, its so nice having a save that dosn't need to be spanned across three archives to fit on discord
thank you so much! this will help make a batch override for stupid amount of items π
The main ship is also probably the largest constructed ship anyone has built so far, so its the perfect stress test candidate if you want to test pathfinding extreme distances etc
My pathing is very local it can handle very large ships already π
as for bulk mass ship stripping....well
I think the fully completed version of VLA01 is still slightly more stuff, but its a close run thing
@clever sundial dearlord you were not joking
thats a ship
ye even on my R9 9950x it lags
stacks are nice what you use for that a mod?
A personal collection of .JSON edits I call Elkantweaks π In can pare it down to the stack sizes in about 15 minutes and throw a copy at you if you like?
thats ok I have a mod i made for it with a config UI listing all part that i can change stacksize weight ect π was thinking to release it but not having time really
kinda like the thing i gave you earlier
Yeah, I'd always want to put a lot more effort into anything I wanted to put out "in the wild" so to speak compared to stuff I just lazily slap together to cater to my own idiosyncracies
this lol
reminds me of some of the tweaks I made. I have my own for example for making the auto-vents have a bit more of a delay when opening if the pressure difference is problematic
Have a good night. Thanks for the work you do
@toxic prism So, the latest version doesn't like mining using Haul it seems.
If you tag ore with the Haul command, it will attempt to grab them, then lag the game something fierce while the character swaps all the tagged material into the Drag slot and immediately drops it. Eventually it will get to the last material and might take it to a zone.
Additionally, I recreated the bug while mining. If the logger caught it, it should be in here.
Sounds like an oredeal
Yeah, vanilla you can manually stack it, but even vanilla still tries to drag it.
ye this looks like a game bug having so many tags
it should be one or the other not both lol
thanksfully my code can filter based on item ID so i'll quickfix it now
Neat
Trying to parse out that mass log as well to see if it caught a reason as to why mass was sticking. It does show it going up, but not seeing a reason why.
@clever sundial the mass hauling is a difficult fix as the game simply can handle so much even using vanilla but i have a few ideas to try
@jagged crypt yes we still need to find the call thats doing it, pass me your save i'll blitz it tonight
I'll be very happy if you can improve on things but I am quite well aware the game wasn't really designed with the expectation that players would be flying two space stations welded together and dragging a couple normal sized ship along for the ride π
I was toying with the idea of little drones collecting a single item like a swarm haha
Drone "Crew" would be amazing, not having to worry about babysitting their moodlets and so on would be great, even if they still needed 8 hours on a recharging platform or whatever
you see this stuff gets me worked up and forget other projects lol
now i want drones lol
repair drones construction drones AHHH
test the roids !
the mass bug
its the mining ore
when dropped not all the mass is removed
I don't think it's limited to the Ore as this happened as well when the Torch drive update came out.
ye so baseline its a math issue
Anything captured that could be useful for the devs you think?
Regolith stack adds +120kg, but later only -20kg is removed, so ye something aint mathing right
if i was to send to the dev's it read like
The game/haul interaction is treating stack total mass and stack-head mass inconsistently when mining output goes through the drag slot.
i'll need to head out! did that ore fix work?
Testing it now
thank you, best tester in ostranauts!
So, moved it to the Drag task rather than the Haul task?
Huh, changelog didn't read that way, and it's not recognizing ore from the Haul task, only Drag
did i mix up drag and haul again π
Since the text isn't there anymore, I'm assuming Left to be Haul, and Right to be drag
Left does nothing, right drags
dang it lol i'm rushing cause i need to head out lol 2 minutes
Changelog suggests as well that you blocked Ore and such from Haul
No worries, it's not Breaking right now and that's important
it Works at least
No need to rush it now
It can wait π
Change log is AI generated base on my code changes lol accomplice
yup it is like, you good bro i got ya
Hah, well, at least for the moment it's not breaking and he is dragging it fine. A fix/change can wait
Go do your thing
π
It auto-cancels the task if using the dolly. Will get a log for that for ya
hah, ok
unless its a weird item thing...lol
You know... with the Mass bug, with the info you gave me, I wonder if it's simply dragging anything that Stacks
It adds based on stack, but removes based on single mass
should be easy to test now that we know whats doing it
I'll have to test that
ok if that doesn't work i'll need to fix later as i need to head out
Will let you know.
post here if its ok or not
Oh man if thats the case making walls stackable to five is going to make my guy Heavy
I mean, if you're in game and willing to test, can grab the 'getcond StatMass' from before a haul and after to see what happens
I'm booting it up now to look at that
Yeah, booting as well to test BIG and also that
BIG Haul now works on Ore, and even auto grabs the dolly. Yay. It did chug a bit doing so
I think I have somehow done it backwards
o_O
Hah
I mean I'm assuming its zero
Yeah, default should be around 70kg
I can getcond StatMass while he's wearing an EVA suit
Just in tshirt and leggins it cand find a cond for it
Funny enough, my mass went down too
Was at 298, now at 207
And that's with full gear on
the 298 was nekkid
Wild
Yeah, hauling a stack of Ore just increased the weight of my crew
Actually trying to find something else that will fit into the drag slot that isn't ore that stacks, but not finding anything yet.
It really doesn't like regolith, but this is repeatable at least
Yup. There's the error.
392 is baseline. 1 stack of Regolith brings it up to 412 with a haul. on drop, back to 392. 2x in a stack using haul up to 432. Dropping both down to 412.
And it's only with the Haul command too
I think it says alot about the state of the haul command that a bug in the base game functionality only got found because of this mod.
Years of @jagged crypt tracking it lol
Hah, well, to be fair, I did set the game down for a long time and only really came back due to the recent major update. π
I was just hoping it would have been fixed in that time
Sometimes you have to take things into your own hands π
Seems it's still having issues with unblocking tiles that BIGHaul grabbed items from. This space is currently empty, and is the same spot the dolly was auto-grabbed from originally by the Haul order.
Unable to manually drop it here as it still thinks 'something' is here.
Also getting a lot of hitching when Haul is picking up and dropping items off to/from the dolly.
I see the issue
auto helper forgets to clear some reserves
fixed
i'll do a github update
I really want to start that drone mod rofl
Wanting to do multiple projects all at once, i get that one. lol
Oh yeah, since you've basically built out your own code for hauling now, I believe you said that would be what you mostly need for custom storage as well. Feasible? Or a whole other beast of it's kind?
Nice. Have any ideas on how you want to implement it?
ignore other containers and make my own with cool custom options
filters etc
proper space themed containers too not a god damn backpack from 1995...and def not orange
Hah. I'd suggest at least tying in the racks and bins that are in game already as well since.
right gona have my AI agents scoure my code for my fuckups i've left lol back in 20
do the dev ever speak in discord?
Yeah, they do from time to time.
right finished the code review i'll read over put in the fixes and post the update here
game have a mod manager?
like an upto date one?
I think Thunderstore is/was used, but there was some issues when 0.15 came out? I don't know all the details.
Hmm i maybe make a simple one that can update mods via github kinda like ckan for ksp or the mod manager from starsector
yes i think i'll start that project tonight kinda needs it
i'll keep is super simple
just for BepInEx mods
It was unclear whether the current version of bepInEx would work (it did) and most of the mods required FFU which needed updating
Cool i just started making one super simple
but knowing me i'll start simple and turn into something crazy
Dear Gord, man. Do you even sleep?!?
I'm thinking you're one o' them zom-zoms. Like the lady who maintains Cataclysm TLG.
Can't sleep, must code
Dude is a machine between making these mods and tracking down old bugs with me. hah
Y'all doing Dave's work here, y'all! 
I'd tip my hat if I was wearing one.
(all hail dave)
Hah. Well, to start, could help verify this StatMass bug I've been tracking? π
https://discord.com/channels/302515943945273347/1504947447439298694
Man I relate to that
Anyone here?
Wao, a whole ass bush wall in space
Gosh I really wanna buy luxary planters that degrade fast in space
was about to ask if anyone wants to test this modmanager
Honestly, for a while I've wanted to be able to install planetrs on my ship, and even if you have enough, for them to convert CO2 into O2
Just have a whole hydroponics side of the game.
are plants in the game?
I mean, the main problem is simulating space exposure
Yes and no
Or stuff like fires
There are planters you can admire, but you can't really interact with them otherwise
Hah!
i'm having a little debate with myself on having a json mod section on the mod manager
or just integrating with bep
You thinking support for Data mods too?
i'm leaning on the side of just integrating
Alongside Bepin mods?
yes
Neat
mostly to stop people breaking everything due to a custom json
easy to detect conflics with json as its just text files
I can code a compare Diff code to find anything conflicting
that should help with overall stability with more mods
but atm i'n not fully away of how json mods work in the game
do people just edit the base game jsons?
Some do, but the game allows for diff additions so it's not required. Can just add the changes you want and the game will handle making the change
oh god thats great! makes things a lot easier
I think the trickiest part would just be managing the load order file, but imagine that isn't really that 'tricky'
added a lot of checks and balancing
If you need an obscure and simple data mod to test with, this is one of my favorites. π It diffs the audioemiters to remove the awful beeps from zooming on the nav station.
thanks
if you can backup your whole game folder first...for safety π
I should turn this chat thread into a testlab chat lol
nice would this support bepin+data mods?
if no issues i'll post it!
Was just gonna say I've returned to the world and was gonna see if that version still needed testing
I did some normal stuff and it seems ok
i'll wait till you break it π
if ever i need stuff broken @jagged crypt π
found should be find. Also G? huh How many drives you got? π
If placed into the root dir like suggested, it should probably detect the path automatically if it detects the exe
Nice. I have 3 on my PC, and a 12u storage and processing server
never have too much storage
By default at my resolution, 2560x1440, this is cut off unless I manually expand the window
yes i'm currently fighting with that lol
if i lock it the mod details unlocks and so on no idea whats going on
i'll get there and i bet its stupid
oh oh i see what i did fixed
Game directory reset to nothing for default first use
cleaned up the UI entery fields a bit
infact i didn't test profiles
yolo
see im young cause i said yolo
young people say that...right
hah
Cleanup on old data would be nice. Keep x number of backups. Also noticing you're using AppData/Roaming for backup and storage of files. Personally I'm not sure how I feel about that as I have a long history fighting Windows and other apps with storing non-config data in there.
they are just temp incase i need them from you, i'll disable it infact this program is simple enough
Thanks. Might just me getting old and yelling at clouds, but I'd say keep it to the Mod_index folder.
yelling at clouds is the best they are the only things listening these days
Sure feels like it
there is no mod/data cross check code in atm
that will take a bit of work
right everything will use the Mod_Index
Neat. Nothing personal, I've just developed an intense feeling about apps abusing my appdata folders. π
Lately I feel like I'm constantly going in to all of them to do a purge about once a month just to ensure I have enough space on my OS drive.
i fear my app data folder......the abyss
Like, if I install data on my Data drive, I expect it to store data on my Data drive, not install half your program into my OS AppData config foldres. π
yup, even have custom envoments so most installs default to my install drive....but there is always THOSE programs
Yeah, I custom changed my environment variables as well. But of course Windows always thinks it knows best and is always fighting me on those changes and reverting them.
I just need to leave Windows. It's an abusive relationship.
yup and that system user....wtf
like dude i'm king not bloody system
pfff
"you don't have permisson from system" want a bet lol
LIke, what? I'm Admin!
i broke my computer and had to ghost it back but still i felt better lol
hah
right back in 20!
Cool! But I can't find "BIGAssets" folder + OstranautsHaulingV2.dll in GitHub release.
Also: my game is not installed at G:\Steam\steamapps\common\Ostranauts
it's "E:\SteamLibrary\steamapps\common\Ostranauts"
How can I fix this once I get the .dll file?
I looked at other mods as well. The same issues apply to release folders and .dll files (or EXE?) on GitHub for them.
what did you download?
that sounds like the mod manager
ah ok i see, these go into the BepInEx plugin folder
\steamapps\common\Ostranauts\BepInEx\plugins
ok. Thank you!
sorry for bothering you!
bother away thats why i'm here π
ok. Thx π
heya
will this mod also make characters place down things in racks/bins/subfloor bins if those are in a hauling zone?
Not at the moment, but it is planned
Just need to make sure it's rather stable before adding more to it π
will receive excessive testing from me from now on :D
I downloaded both of your mods for this game, lovely QoL
Dude i'm starved of data! the mod also creates logs you can simply drag here π
i've been shooting pirate ships in the Belt; I finally have a ship I need to deconstruct. What's the latest version of this to test? 9.11?
yup
so this mod is suppsoed to make em pick up multiple small items rather than running back and forth for each one.. right?
humm. I guess it didn't load the plugin
do you have 2 of them?
or 3 lol whats happening
it did load the current ver though 2.2
I went to the GitHub and downloaded the zip for both of the mods
then placed them in the plugin folder of bepinx and unzipped
but it looks like it's only loading the battery one, not this one
can you screenshot whats in the folder?
which folder?
plugin
need the raw .dll
As long as the DLL's are directly behind those folders, it works
I prefer it that way for organization
I didn't account for them loading like that hehe so that maybe be my mistake
It's how I've been loading them
and they work
even with the BIGasset folder?
yeah it looks like it worked with the battery one cuz it has the .dll in it
but the BIG does not
intresting bep never explained this or i didn't read enough about it
Yeah. Tried mentioning it to you a while back when you added the asset folder. π
I see what you ment now lol
where is the .dll for this forum's mod?
is there no .dll in the hauling mod folder?
correct, no .dll
can't see it on github either
are you downloading the release and not the Source
you beat me by a second
I downloaded the first link in this forum yeah
I guess I did it wrong for the batteries as well then
Yeah, you want to go to Releases from the GitHub link in the top post
thanks
I do not use github, so yeah..
I googled which download to press and did just that, but it was wrong xD
how would I get to this screen normally?
thank you
No problem π
To be fair, githubs UI has always felt like a bit of a mess for that stuff.
You get used to it, but that's about it. lol
plugins now be showing up in the bepin without error log, goodie
Thanks to this convo, realized I wasn't running the latest versions. π
Have more testing to do. But I have been taking a small break with other games
i'm planning out the mod loader for config access and conflict mod code
I'd love a Ckan style mod list feature!!!!
If you haven't already, might not be a bad idea to get some feedback and discussion from #modding-discussion as well, to see what the discourse around it is like.
Oh, huh. You removed the Assets from BIG?
Fresh extraction from the Git
Only noticed because the Icons were missing in game
Weird
It's in the archive
Will try again
Yeah, for whatever reason it didn't extract the Assets folder
omg! i thought i updated wrong!!
rofl
So yeah, I'm betting the 0.9.11 archive just floating in the chat here is missing the asset folder
Github is good though
awesome...ye i deleted some uploads here just incase......but i forgot about my breakit
are you using the custom buttons?
π
They are still missing the labels, and blocking other labels
what does each of them do?
ye I need to fix them
Left is Haul, right is Drag
While you're at it, it's still blocking/locking out zones that it grabbed things from
does it just do that with the dolly? i could swear i fix that lol
might be, it's what I noticed it hte most with. Let me test with other times. I have a few things in the hold
problem is making sure that they can't grab the dolly I guess. lol
Playing with it a bit, I think I am starting to prefer a lack of auto-dolly honesly
humm.. looks like it does not work in the priceviz
I was thinking to make it a filter toggle to use dollies etc
Toggle would be nice. Otherwise, if you're already grabbig I guess
pricevis? god i never new that have any effect
I might just also be misunderstanding what this is supposed to do exactly
are you available for a stream?
It replaces the vanilla Haul command
ye go for it
Yeah, before and after. I think it's just the dolly
calling you in DMs
ok let me check the code
So I need to make it be able to click each item so it added to the list of things to haul
multiple clicks/boxes yeah
yes. and this is why mod from here was not working.
i removed the downloads from chat π
I have backups π
same. π€£
Hey, just becuase I have a 12u rack in my living room
Depends on the hardware you run and if you've done modifications to the fans
Fans....pfff I feed my server heat to my house radiators!
Attach to a stirling engine, let that thing power itself
steam wistle just for kicks haha
I kinda want to now...
ok right I think this will fix the issue @signal urchin
Attach it to a whistle to signal heat temps
humm.. probably the game's fault but looks like my hand crate got deleted xD
i'll do a quick test
hmm the auto crate code......I maybe just remove it
odds are he dropped it @signal urchin
Ok i'm going to disable the autocrate feature bear with me
maybe a bit more insight
my character passed out
dropped the hand crate and katana
content of crate got deleted
thats weird
prolly just a game bug
ok added click to add selected item to the hauling list
Disabeling the smartbutnotsmart feature of using containers
also fixing the aggresive cancel task so that it will not cancel the current queue if its the same task
@jagged crypt i'll need more time to locate whats being weird with dolly placment
ok limited testing but seems good
yeah, trying to test it now too
Using Haul, possible to just... block the Drag slot for cases like this?
is he dragging using hauling?
hmm maybe cause i was disabling the smart hauling
some logic got lost
ah ok because he can't look for helper crates
ok fixed ill upload in a few minutes to github
now he will ignore those dragables unless he already has a dolly
[Warning: BepInEx] Failed to load cache "chainloader"; skipping loading cache. Reason: Out of memory.
emmm... is this this mod?
new ver updated on github...not sure what that error is let me check bep help file
Well, update fixed it, but I wonder why it considers that item a draggable item as it is
Guess it's just all equipment, even if they can go into inventory
ye every items in this game has 5 million tag'states'meta lol
Yeah, and a lot of that meta needs a proper going over
its a bep thing nothing important and it fixes it's self
wait that item can go into normal inventory?
was it an alarm?
hmm i need to make a list of all these items and add them to the inventory filter
Can't manually drop on this empty tile because an item was here before
right i need to find this bug lol its bad
Getting log, just saving
awesome
sorry can you tell me how this happens again plz
Best as I've determined, when a drag command occurs, the tiles the item was on are not un-reserved. For example, the slot from most recent picture were where a Decoy launcher used to be
So, part of the game still thinks 'something' is on those tiles
Ok i think i see it
BIG reserves the spot but somehow places the item at another tile prob pathing to closer tiles but never clears the reserves....i think
Huh. So, it's reserving the tile it's already on?
Because if it's hauling from A -> B, it's the tiles at A that become locked up.
Yeah
well i fixed something lol let me know π
hahah
helper code is disabled so he shouldn't be picking up dollies and stuff
ah ok so its with drag items
after he starts dragging the source tile is not cleaned
ok let me add a clean...code..idk lol
let me check what's doing this 2 minutes
ok have a try
if its ok i'll push to github
It's definately causing the drag command to operate a bit differently now, but it's working
1 sec
testing
Before/After using Vanilla
Before/After using Drag
Because of the lack of blocker on the tile, it now just drops it on the same tile
I don't think it's an issue, but just a difference
Though, getting these tests, I did find another issue. π
You can stack your commands with vanilla commands
lol
bed time for now and thanks for all the help
No problem. Have a good sleep
ok. thx!
for some reason this O2 tank is so important that it is carried personally
[Warning]: Could not find space for item ItmCanister01Loose from Interaction DropItemStackAllow
[Warning]: ERROR: null gascontainer dict on Cooper Dean. Setting to empty for now.
[Warning]: Could not find space for item ItmRack1x301Loose from Interaction DropItemStackAllow
[Warning:BIG Better Inventory Game] [BIGPlanPaused] hauler=Vincent Esquivel reason=auto-tasking-disabled pending=1 backlog=0 carried=6.
Thanks ill check this out after work π
I donwloaded the most recent release now
using the normal haul command - characters pick up cans and just drop them at once
using the mod command (right one) only 1 character moves, and does not utilize the dolly
the normal small stuff seems to work great with the left command
Yes I'm needing to redo the filter lists as the game simply puts too many tags on items so I maybe just build my own lists to use instead of relying on game stuff
I now have unloaded the mod and it keeps happening still 
it's happening with a bunch of other items as well. very werid
That's weird the mod adds nothing to the game save
yeah am guessing that's just game tomfoolery again..
Other mods?
only the battery one
yeah. same here
can anyone send a small video of whats happening?
non in game currently
character goes to can
picks up can
drops can
goes to next can repeat
had it happen as well for :
oxygen bottles of eva suit
and thats with BIG hauling?
double check that the zone you're hauling from isn't selected as a Haul zone.
I was trying to haul things with the normal Haul command, which worked fine before installing the latest release of this mod
I was trying to haul off a derelict, there were no zones there
I can't reproduce at all
and well, the mod command itself, dropped the dolley and hand grabbed each item to pull it back
you on the latest? 0.9.18
yes
I tried it one two different derelicts as well, in case save shenanigans messed with stuff
you mentioned something about logs the other day, where would those be?
haul was entirely broken for cans (the basic vanilla command)
and the second mod option refused to use dolley to pick up those cans, doing them 1 by 1 per hand instead
I can try
My code doesn't touch vanilla at all it's complete code from start to finnish with zero interaction with vanilla or should be lol
lemme get to the point where it happens again, I'll call you then
ok thanks!
no, thank you for the mod rather :D
the logs you sent did show weirdness but with vanilla stuff
I wonder what the last update with the game done hmm
wel, the issues I mentioned only occured after installing the latest version of this mod
but also persisted after unloading it so..
yeah
we'll see
This has me worried now lol
where is that located?
C:\Users\yourusername\AppData\LocalLow\Blue Bottle Games\Ostranauts\Saves
sent to DMs
Nope i can't recreate it at all
once you get to the point of testing send me that save too plz π
If the modified command is used, the character will start grabbing random items (for some reason he likes scrap aluminum) and attempting to move them around the ship, filling up the hailing zones from top to bottom of the list.
to replicate this I was using first command inside ships' haul zone.
Interesting ill look at this
Drag seems to do nothing in .20. With no dolly, it doesn't select anything that would normally be dragged. If you pick up the Dolly, the objects can be selected, but the only action my character took was to put the dolly down and then stand there.
He should put it down if no small drag items are selected and start manually dragging
Didn't seem to do that for me. Drag selection wouldn't select anything until I picked up the dolly. Then the only thing he would do is put the dolly back down and not drag anything
Ahhhh lol right tonight after work I'm going to make the filter lists myself and not use the Ingame tag system for them lol
Ok going to update this with multicrew code for testing
Ok pushing the pre-release to github now
each crew will have there own tasks
only the selected crew will have the tasks you mark so do things for each crew
@jagged crypt be gentle
same issue?
Yeah. Selection box selects nothing
I have a sensor and some ore that Haul isn't handling, try using drag, and it doesn't work either.
Drag is selecting nothing
can you show me?
no worries, take your time
getting there and i'm liking how clean this looks
ok i'll upload to github
done 2 runs clearing a large ship and it was done perfect both times
Yes i feel good about this change
this was the right call π
ok enjoy breaking
Dragging still seems to be problematic unless it can access the dolly.
Also had a few instances in the logs here where some items weren't properly cleared out of inventory after pick up. Might be a zone issue.
Otherwise, if it does have the dolly available, it seems to work fairly well
Hmm interesting ill check it out after work, would you say the flow is better with the single button?
It's closer to vanilla, so might be easier to pickup and use while improving on it, once we can sort out the drag issues
Yes its vanilla drop atm until I finish my own drop code
Ill have it finished tonight though
And fix that dolly issue
A funny bug in the previous version (I haven't tested the new one): if you use the first command on (or only on) floor tiles while using a Dolly (Yellow one), the protagonist will attempt to move the doors. Although he won't succeed, he'll continue to try to lift the doors, endlessly attempting while move his arm back and forth at hip level. xD
Ye that was an item filter issue and is fixed π
awesome
did your latest patch manage to fully haul the ship from the save I sent ya?
Yes apart from a chair and sensor but that's fixed for next release

Now I have the same problem with wall BINs and 1x3 racks
w
pass me the save plz, what is the issue?
this is the Save
Also, the dragging ONLY uses DOLLY as a tool. Even for floor tiles.
@toxic prism
thanks! yes tiles are another weird item with both drag and inventory tags
2 minutes i'll have a look
ah ok i see what's wrong
10 minutes i'll have it fixed
Oddly enough, in updates prior to -3 from the current one, the first command magically placed wall bins (etc.) inside the yellow cart...
π₯
ok pushing the fixes to github will be a few minutes but i don't have time to test π
ok I think thats it nice clean i'll push another update
@jagged crypt the mod breaker isn't here hmm
https://github.com/dezgard/BIG-Better-Inventory-Game-/releases/tag/v0.9.28
i'll treat this as a pre-release
Ok working on the new drop code now
YAY! Thank you for update!
Best update so far:
- wall BINs are magically tesseracted again
- No lags yet
- it doesn't stuck due to "big" parts, etc.
But...
MC is not unloading the parts he put on the cart...
those parts are "stuck" inside the cart - mod just doesn't want to unload them
And now mc ONLY uses space inside Dolly/cart.
NOPE.
It can stuck.
cooler
_<
Tried the latest version a bit, doing some mining and light moving things around. I'd say there is still too much focus on using the dolly. The logic still falls apart if the PC cannot access a dolly. All haul tasks are canceled if they cannot path to it, when it should default to regular haul/drag.
Additionally, there appears to have been a reversion when it comes to blocked tiles and the dolly. Tiles where the auto-task picked the dolly up from cannot be used to place the dolly back.
Yes, I have encountered this problem too, and it is not only related to Dolly, but so far I donβt see any logic in it. yet
Which part? If you mean the blocked tiles, yeah, it's an issue we've been working on tracking.
I think it worked in some of the last versions where we tracked it wasn't properly clearing reserved tiles when the haul command picked things up. Mod has changed a bit from there, wouldn't be surprised if somethig got lost.
Hmm... it seems the mc gets stuck/hyperfixated on one type of part (this time, conduits) and only unloads them once he's collected ALL of them, or simply stacks them until he gets "stuck".
P.S.: The mod also can't play Tetris or skip failed attempts, like the vanilla version does - this time it was pump.
"Dolly can't be place back" part
maybe it as fixed now
*is
Yeah. Far as I know, Dez identified the why, unless it's something new, the code just isn't releasing the tiles.
i have checked: so far this is fixed.
In the latest Beta version?
Because thats the version I'm running and it just happened
nope
it "lives" again >_<
This is where dolly was placed.
It's not limited to just the dolly, but anything that haul handles in the Drag slot. If the Haul command tries to drag an item, it doesn't properly release the tiles.
Just need to wait for Dezgard to take another look at it.
Yes.
i'm using BIG 0.9.26
I'm on 9.28
good morning peo...wwwaahhh...2 of my best testers just collaborated on me!
right a lot of this is either fixed or will be fixed with my new drop code
but i'm sure my code will bring more issues π
i'll push an update in 10-15 minutes
Any potential fixes in the update?
i'll show you my next test
"this is not my final form!" xD
π€£
thank you
lol
so far all great
but
it got "stuck"
It looks like the mod needs some kind of counter of attempts, after which the object is placed at the end of the pickup list.
-_-
I manually picked up a part from the previous screenshot, but then mc got stuck AGAIN...
The piece/part is 1x3 and he has 1 empty space but he still tries to pick it up...
After manual assistance, everything works fine. At least for now.
you on the lastest build?
or not
yes.
he dropped 1 floor and come back for more
with full (-1 slot) dolly
_<
OstranautsHaulingV2-0.9.42-iconrequeue-20260523-141111
ICANT
he stuck again
this mod need command like this
can you show me
"Unload/Move" all items from Drag/Dolly slot according to standard/vanilla procedure.
?
so if you stuck you can command "unload dolly/drag slot" and try again
- Stuck in an ENDLESS loop
- You manually move away from the "cursed" object
- You are forced to manually unload the cart
it can't. all. the. time.
Simply put, the mod needs a command that will mark all objects currently inside the cart/dolly as "to haul".
It should be doing that already unless there is an error
if it can't frop an item it will try 40 times and giveup
strange
can you make it 7 times instead? It tries to put 1x3 items in 1x1 slots....
40 seems a bit overkill yeah
this time it's a rack
+1
this time it's a rack - it stuck
latest version is 0.9.42
yeah?
yes
it's 1x1 for 1x1 slot, but unless it's green dolly - you can't put it inside. so it's "dancing" around it
I fixed this issue today but i did misplace an update today and had to re-write it that may have been what was lost can you pass me the logs?
This drop code is 100% my code nothing to do with vanilla so I can change it anyway I need π
but yes that will be an easy fix
well
it looks like the functionality changed a bunch, I see only 1 button, and a new filter option for "no dolly" "dolly"
neither of which seem to assign any tasks to the items
!!!
tried both filter options once with dolly equipped and once without
anything specific I am missing?
ok to share your screen?
yup
π
enjoy dinner
?
manifest so you know whats on your ship
Oh my god. I was just thinking of asking if you'd consider adding a feature like this.
Awesome
yes i seen discussions about it and it's not hard to make
is it just me, or current version of the mod is skipping R.crates and sensors?
I can't even select these crates
LOL
MC tesseracts floors in wall bins that are inside the floor bins:
The w.bins inside the f.bins were placed by my hand, but it's great nonetheless!
same problem can be recreated with lights, it "walls" are deselected.
pass the logs
thanks
ok updating in a few minutes with some fixes
Fixed the crate helper rejection so world crates can be selected as cargo again.
Fixed loose pickup-capable wall-like items so Loose can select them even if Wall is disabled.
Added protection against nested bin/container contents being pulled out indirectly from auto-used helpers.
Stopped the pickup retry loop by failing cleanly after repeated βnot owned after pickupβ misses.
was reading a bit of this thread (it got a bit long...) and saw the new cargo container. Have you considered adding an option to change/add/remove shelves within the container in-game? That is, adding shelves and thus having 3x or 4x the grid space as it takes up but limiting the size of the items able to be put into it.
No it was just me tossing around ideas
You know, now that you're showing icons, I would like to note that the current icon set for your hauling is kind of jarring compared to the vanilla orders
what do you mean? not good π
i'll try diffrent ones once i get the mod more stable
I mean they work fine on their own but once you add in the vanilla icons they look weird
anyway, icons are a minor thing, make the mod stable first then I can forever not have to deal with vanilla hauling
I like the icons β they immediately make it clear that these are not vanilla orders.
Was there still an issue with 'nauts not wanting to haul to placeholders? Or am I misremembering that being an issue the mod had? I am trying to install floors but just sits there complaining that they need to go grab them and never does so.
do you have floors?
mine works fine
yeah, tons I ripped off of a wreck and hauled to my ship
strange.
send here logs and save
maybe "Dez and Co" will figure something out.
logs are here: "E:\SteamLibrary\steamapps\common\Ostranauts\BepInEx\BIGSupportLogs"
yeah, gonna load up the save and get some fresh stuff in case the game was just derping yesterday
yeah. even vanilla like to do this >_<
my mod doesn't touch anything but hauling atm
my hauling mod is 100% disconnected from vanilla and doesn't do anything for construction or disassembling
Gotcha. I thought I had remembered reading that there was some odd bug that someone was having with that while using one of your mods, but that was a couple weeks ago so I'm probably misremembering which mod was doing it.
i think that would have been 9,000,000 ver ago lol
Probably, lol. You're cranking these out like a machine. Appreciate the effort for sure.
you could say i like stuff to be.....Better.. π
Also just for the record I turned off a couple of probably outdated bepinex mods (Performance Optimizer and MemoryBooster) and tried again and they'll do the job noow, so probably some bad patches from version updates or something. Sorry for the hassle.
no worries i'm always happy to help
"Performance_Optimizer" is outdated? How?
modders can't stay forever π
The old bepinex 5.x version, not the new 6.x version
Can you even use the 6.x version with other mods compiled for the 5.x line? Never tried it lol.
@toxic prism would it be out of scope to make a haul mode that targets containers and empties them into a different zone or something? Only use cases I can think of right now are trying to empty containers before you sell them and/or to get at their insides to repair the stuff.
Unless that already exists somehow and I'm just not knowledgible enough about the game to know it.
Working on my container mod atm
I think it still works...
looks like it can't work. damn (
"If you use BepInEx 5: Stay on BepInEx 5! The current pre-release does not support loading BepInEx 5 plugins, and there are many issues."
pain
???
BepInEx 5.4.23.5
i'm using BepInEx5+ and all is working
Try it - everything works!
Yeah I have everything (that I want) but the perfmod working on the bepinex that's up on the thunderstore.
Only difference between that log and mine is I have QoL fixes as well
oh and the eva locker
Thank you, Valience!
The mod has disappeared from Nexus. What's going on?
I don't recall this mod being on Nexus, only posted here and on Github. Thinking of another mod?
Ah, well Dezgard might be able to answer that. My guess would be due to the rapid development going on, was easier to focus on just uploading to Github rather than on Nexus as well.
It's not uncommon for him to push 2-3 updates a day when he's on a roll. Knowing Nexus myself, I wouldn't want to maintain that and other places at the same time.
This, nexus its a pain to update often ill try later today to put them all up
Ok! I mostly just wanted to know I didn't get got by a false upload π
π
All quiet here nice!
Just waiting for next updates >_>
Was working on my container mod! but work stuff is really holding me back π
All good. How's the mod stuff coming along?
Okish kinda combining data and Bep but its a challenge!
i need an explanation am too dumb so do i need to use the "haul" order this mod add or do i need to use the order in "context menu"?
Use the new Haul order added under the Orders tab.
then what does the one in the context menu do?
cuz the haul order is a 50/50 sometime on if it want to work or not
If it's labeled BIG like from the mod, it should do the same as from the order menu.
As for it not working all the time, the mod is still in development and has a lot of quirks. If you find an issue, write it up and provide the logs here so Dezgard can look into it.
specificall sometime the order just deletes but other than that it works ... mostly, thank for the explanation
If it's just deleting, that means its expecting something and can't complete it. Is it an item you would normally drag? It might be trying to find a dolly.
hmm i have 2 dollies i think the game believes the item is already dragged cuz my char doesnt go there and just stands even if it was previously uninstalled so obv. they can get there
but yes its mostly items that are dragable
Yeah, those are still being worked on, last I tested.
The logs the mod creates will be useful for Dezgard if you can provide them, and an explanation of what you were doing that wasn't working.
if the mod errors too much it will try to cancel the item thatβs causing it, it will also unselect stuff the char can't get too like stuff behind locked dorrs etc
are things that arent able to be taken with the dolly supposed to be ignored and after a bit cancelled?
they should be left for last
Hmm no the order deletes when they cant fit it or but this has happened at my last wreck so ill gotta check tomorow ro see if that wreck was an outlier or not
no place to store it maybe?
Yup
big items that aren sollyable will get deleted after all other dollyable items get hauled
thanks i'll have a look at this tonight
Heya. Not sure if anyone else has mentioned this, but occasionally I see a Cloth (Dirty) that somehow wasn't marked for hauling, as it was the only thing left on the floor after my cleanup. I had space in my trolley and in my backpack, so it wasn't due to that.
And it's a singular stack of it too, as in general it hauls dirty cloth normally
That's a filter issue i manually add them because of the items data is all over the place
Ah, gotcha.
cloth (dirty) can stay right where it's at, no need to haul garbage
same with trash

I just do it because I meticulously trash anything I'm not using/taking, other than floors/walls/conduits. I leave a tidy wreck so it doesn't contribute much to save file size until it gets culled by a hauler.
A mouse shortcut, a la Shift + LMB to send something directly to the Trash would be a godsent
If it's just about throwing out trash-Trash, then that's fine, if not, then I don't agree.
How do I make my guys not haul trash? I don't see any way to filter what I select when hauling
they also won't haul 'dragged' items?
Honestly I can't quite figure out this mod. Is there a comprehensive wiki for it that I ahven't found yet?
Probably just lacking understanding of how the ui works in conjunction with the rest of the game
the vanilla ui is honestly the biggest mess i've ever seen in any game
Mostly it just adds a new dedicated button under Orders.
You can use that as a replacement for the vanilla Haul command
That's how I've been treating it so far but for some reason haul orders will just get cancelled when I have space in zones and it completely refuses to haul any large 'dragged' objects
Yeah, things are still in development. This is basically a re-write of the haul order, and from the way I understand it, that means also creating a custom list of every item it's compatible with. So, some things aren't working as would be expected until Dezgard can add it to the list.
There's been some talk over the last couple days on this topic in this thread.
