#Advanced Inventory / Player Bank [2026 Update]
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Advanced Inventory / Player Bank (Updated 2026)
After like 4 years here my new version (on Steam): Advanced Inventory [2026 Update]
And on Github too: Advanced Inventory GitHub
This mod adds the Inventory/Player Bank from Noita Together as a standalone mod, updated for a newer version of Noita, with several bug fixes, QoL improvements, and a new UI.
Features per version
Original: Noita Together Player Bank
- Infinite Inventory/Player Bank
- Simple UI
- Semi-functional search box
- Simple sorting
Updated Version: Noita Together Player Bank - Updated
- New UI
- Fixed sorting
- Sorting tabs
- More QoL improvements
Advanced Inventory (Pre-2026)
- Global Inventory/Player Bank
- Global pickup/spitout of items
Advanced Inventory (2026)
- Updated UI
- Hotkey controls
- Start settings
- Item stacks
- Wand stripping (removes spells from wands when putting them into the Bank)
- Updated global pickup/spitout of items
- Complex sorting
- Draggable Bank UI
- Auto-sorting
- Faster bank algorithms
- Fixed search box
- Fixed item tabs
- Fixed always-casts
- Numerous smaller bug fixes and QoL improvements
Explanation of the most important features
UI
- The new drag button (under the close button) lets you drag the Bank UI around the screen.
- The search box is fully functional and lets you search items in your Bank without moving the player.
- Page arrow buttons allow right-click for faster navigation.
Toggle Features
- Global Pickup: Items near you go directly into the Bank instead of the holy mountain (toggleable / hotkey).
- Global Spitout: Items spit out from the Bank go into your inventory instead of the holy mountain (toggleable / hotkey).
- Wand Stripping: When placing a wand into the Bank, all spells are removed and stored as separate stacks in the Bank.
- Auto-Sorting: The Bank automatically sorts itself on item insert using the selected sorting option (may slow performance for very large banks).
Sorting
Multiple sorting options:
- Unsorted: No sorting; preserves insertion order.
- Standard: By type, then name.
- Alphabetical: Name A → Z.
- Reverse Alphabetical: Name Z → A.
- Item Count: Count high → low.
- Reverse Item Count: Count low → high.
Click the sort button to cycle options; tooltips show next/previous options (left/right click).
Item Tabs
- Filter by type (All, Wand, Spell, Item).
- Tabs include buttons for sorting by parameters; left-click to add a parameter, right-click to exclusively select it.
Item Stacks
- Items stack in the Bank infinitely, so you can have many of the same item without taking additional space. The display shows up to 99 and then shows "99+."
- Wands do not stack, but with wand stripping you can store many spells from wands in the Bank without consuming much space.
- Because of the more efficient save format, you can generally store many more items without major performance issues, but very large banks (especially with auto-sorting enabled) can still cause slowdowns.
Hotkeys
- Open/Close Inventory:
B(configurable) - Drop Item:
D(configurable) - Global Pickup:
V(configurable) - Global Spitout:
N(configurable)
Tips
- Go to your settings and set the start options; every future run will use these options when spawning.
- To keep performance up in very long runs, discard unused wands, they clog the Bank and are not stackable. The same applies to mixed flasks or pouches.
- Keep Wand Stripping enabled: stripped wands are cheaper performance-wise than unstripped ones, which helps if you have many wands in the Bank.
- Keep Auto-Sorting disabled if you have a very large number of items in the Bank.
- For global pickup/spitout, you can set hotkeys, I use them quite often, especially global-pickup for throwing items without picking them up again. So make sure to set them to your preferences.
- If you use M-Nee you can set hotkeys within the M-Nee settings instead of using the built-in ones.
- Quick-Drop: The drop Item Hotkey gets replaced by the Quick-Drop hotkey when Quick-Drop is installed
Thanks
- Thanks to Soler91 (original mod author) for the original Player Bank.
- Thanks to Rib for the updated NT-Bank UI inspiration.
- Thanks to Lamia for textbox and hotkey/settings code.
- Thanks to the great people here on the Noita Discord for answering questions and helping with problems. :D
Feature Requests
If you have feature requests, comment on the Steam Workshop page or contact here on Discord.
Bugs
If you find bugs, report them in the Steam Workshop comments or contact here on Discord.
Disclaimer
This update WILL break any Banks in existing runs. Start a new run when using this update for the first time. Existing Banks may appear empty but the mod should not crash.
Rating is appreciated if you like the mod, it helps and motivates further updates. :)
It is incredibly unlikely I will be interested in a trade offer, please do not contact me if it is solely for something in my inventory. https://i.gifer.com/5WS.gif ╕σ3o╒ Why u down here?
waow. great work!
Ty :D
@dusky panther Potions that enter the bank will no longer sustain any material interaction.
put a water flask inside, withdraw, try to throw sludge in there, and the two parts remain and the sludge never becomes water
i will look into it, could be an outdated empty_flask.xml i have as a spawnable object
ty for the info tho :D
charmed || potion mimics ||also loose their || legginess ||
also fungal shifts entirely failed regardless of load order on mods like Lamia Fungal Shift
cannot input materials with flask held that has come in and out of the bank
yeah that is the problematic outdated potion/flask file, there were a lot of changes to how poitions work over the years and i totatly forgot that the mod used the old versions, i will update this tomorrow, i will also fix the pouches while i am at it. Thank you for bringing it to my attention :D
That is pretty much intentional, i wont save creatures in the bank as that would over complicate the spawn script. I don't even save the item itself only the content and spawn a new object when retrieving an item from the bank. Trying to safe the states of items would probably make it unusable if going over like 10 pages of items, so sorry but you would need to charm them again after picking them up :)
Edit i just noticed the potion mimic is a fully separate "potion" to the normal one, sooo thats a thing, and likely unfixable other then making the mimics not pickupable or treating any potion mimic as a fully seperate item mhhhh.
Other mods like inventory bags completely serialize the entity, which is fine for small amounts but really is bad for the itembank as i try to keep the entire storage as slim as possible
Its updated now: Potions and pouches work correctly and potion mimics can no longer be put into the bank :D
I would say just prevent potion mimics from being stored. afterall a potion mimic that has been picked up doesnt act like a normal potion anyway. || from what ive noticed in the base game: alchemy does not operate inside them, nor are they valid targets for fungal shift ||
thank you for the fix. I was so saddened after I realized it was the bank borking my potions.
i rarely worked with potions, so its good that you noticed, thank you :D
-
is it possible to implement the (transmuted) suffix onto the name of potions containing transmuted liquids?
-# potions containing transmuted liquids are hard enough to distinguish by color alone -
Wands with Always Casts should more easily distinguish themselves from other wands
-# maybe with as a page filter, or worked into an existing filter like 'casts' where it would collate all Always Cast wands in a single segment.
Hello, does this work with Entangled World?
could you please add a keybinding to dropping items directly on the ground, having to switch from the ui to the in game inventory is quite tedious
inspired by this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3380057104
I can do the wands thing, i will make the borders different for them, and could look into adding a filter for always cast in the wands tab. (might take a bit longer for the sorting tab, as it does not fit the desing currently)
With transmuted however, do you mean fungal shifted liquids? These are a bit difficult, as the game does not give out that info, like at all, its in the worldstate of the savefile but only with the material name and not the corresponding id, and therefore i cannot cross check it with the actual potion content. If i try to get the material name of that id i only get the already shifted name not the original, and since that is the same as an untransformed potion i can't even backtrack fungal shifts to the original material and therefore am unable to display if a potion is transformed or not.
Unfunfact: The color of the potion in the bank is the original colour on insert, so if you take it out and put it back in you get the new colour. This is unchangable as the potion colour is also handled in engine :D :D :D (alchemy and potions give me pain)
never tested it, it depends on how Entangled Worlds handles world data, player entities and entity creation/deletion, as the mod only gives out items the the "first" player in the world and creates/destroys the entities involved.
So it could either:
- Not share the inventory/bank between players -> each has their own inventory/bank (semi compatible)
- Shares inventory/bank info and gives it out to each player/pick up from each player as if they were in singleplayer (this would mean fully compatible and my guess is, it works this way)
- Shares inventory/bank info and gives it out to each player/pick up from each player as if they were in singleplayer but does not handle item deletion/creation between players, aka if one picks up an item, its still there for the other player (incompatible)
- Shares inventory/bank info and gives all items the the "first" player (semi compatible)
should be easily implementable and i will look into it.
That reminds me i should add additional hotkeys for a few more things.
I use quickdrop. its pretty handy
thank you 
also found a niche bug, when the mod Item Works in Inventory - https://steamcommunity.com/sharedfiles/filedetails/?id=2537743940 is installed, the stones (i.e. Kiauskivi, etc.) aren't eligible for global pick up,
also disabled on the floating islands
doesn't pick up the yellow tablets
doesn't pick up some of the emerald tablets
Oh gosh, that sounds awful to deal with
some times these items can be eligible
-# I can share screencap momentarily
Yeah i am still testing why it happens
floating islands is possibly due to the mimics?
ive never had a yellow tablet enter global
I actually wanted to report a different finding, rather than corroborate or refine Asteria's findings
Yeah the tablets are not all in the itemlist, since currently i still manually set which items are eligible, i am working on letting any "item_pickup" through, but some of them are wierd in the parsing stage
I got the Hauen Leukaluu wand from ||Fish Rain Event|| but ||placing it on the anvil|| did nothing. The Hauen Leukaluu wand had been deposited and withdrawn from Global at some point. locking me out of ||Summon Fish unlock||
-# I have no attempted to reproduce this, as I am not ready to restart my current PT
my current inventory
Paha Silma was gained from natural default spawn, but I left Global on. If I equip it, it may not want to go back in.
and yes, I found 2 freaking poop stones. I think in mines and coal pits
kuu and house were also in mines. imma post the seed
none of these stones entered my player inventory, I performed global pickup to avoid any interactions of holding the item disqualifying them from entering Global.
(The runestones, come in and out just fine)
I have the mod Items Work in Inventory, so at least the runestones play nice
definitely, after dropping the mimic potion I could pick up the ominous liquid potion again
this happened to me too, once it was deposited the quest brakes, so I rolled back my save and it worked just fine
this also breaks if the Kantele entered the inventory at some point for the same quest
Okay, that is even more wierd, i will find out why, but its still wierd
found it, they have 2 tags, (kantele/leukaluu and forgeable), adding them afterwards should do the trick (after testing this worked). Good find :D
i will push an update in the next 3-4ish days, with the current fixes and changes
soooooooo i cant do anything about the broken pickups, i need the filename of that entity to later load it again, but the file name gets lost if certain things happen: Its a modded item, sometimes when you saved the game and reloaded it with that item in the inventory, you changed the items xml structure. This is a known noita limitation with the the EntityGetFilename function. Which makes this sadly impossible to fix, and with it we found the first real incompatibility. I will try to just filter out the broken items and let any other pickup through to make it future proof, but more cant be done.
After asking around there is a way to maybe work with the Pickups, but it would need a big rework in how things are stored. This needs a lot of testing.
will this retroactively fix existing pickups of quest items?
I'm holding off doing quest fearing they might be broken
It should, kantele/leukaluu were the only exceptions since they are wands with special interactions, any other item either already falls into the pickup category and is therefore respawned or is not even eligible to be put into the inventory.
I will upload the Update sometime today
thank you
For example: the crystal key does not count as a pickup and therefore i don't really need to look into checking for it, something like the ||broken spell|| from the ||The End of Everything Quest|| counts as a pickup, but does not intrinsically have any data that needs to be saved so can savely be respawned. If i do the rework then any item could be savely stored and retrieved. And like i said the only exception were the wands since i basically recreate the item when pulling them from the inventory, that also means any modded "Special" wands could also be affected. With the rework in the future i will probably make exceptions for any non regular wands, but that is still long time.
so i just updated in steam, the new version should be available in under an hour
if you want it earlier then use github :D
:D
for the record I use "Start With Machine Gun Wand" and edited the script to give me a lummi sword instead with 3 AC add mana. I also normalized the stats to a single value, so there are no variations between seeds. ive deposited it in the bank and withdrawn it without any issue or changed behavior. for the record.
soon enough im going to tell the script to give me an AC Add Trigger just to see what breaks. ill let u know how the banks handles an invalid wand if the game lets me spawn with it.
Unless the wand itself has some different scripts running or uses more tags, it should be fine.
What the mod does, is getting all the stats/always-casts and saving them, on getting the item out of the inventory it spawns a new wand and sets the stats/always-casts, the spells themself are either stripped or are saved like the always-casts.
its still nice to see that your mod can handle such things. you have done great work maintaining it me thinks
Thank you :D
Thanks for the update, I like the always cast color coding
some items don't get stored once you've held them in hand, is that by design? i.e. Sauvan Ydin, some of the Emerald and Yellow tablets etc.
Yes like i said, before there was a itemlist for all allowed items, now i dont use a itemlist, some of the new items that can now be accepted into the inventory may get filtered out due to the EntityFilePath thing i talked about.
So generally more items are accepted into the inventory but some of them may lose that function if they are interacted with in some ways.
I cant really fix this until i get to the rework of the item saving system.
And even that is more of a hack then actually being a usefull system, sadly there are no other ways as far as i know
you must accept the impermanence of your world to achieve inner peace
why do the wand portaits sometimes blink?
it seems to happen when I perform a "drop item" from bank and pick it back up, but also opening the game's wand screen (how one normally edits wands) causes the state of the portrait to toggle from on to off or off to on.
found the issue, i mistakenly put the wand sprite on the same plane as the background, its literally just a number change from 6 to 5 xD
Mode 7 unlocked? /sarcasm
