tModLoader

tModLoader

Better Inventory
93 条留言
Spiky  [作者] 10 月 11 日 上午 10:59 
Better Inventory v0.9.1 is out now!
Smart Pickup features that didn't make it in v0.9 were added. The release notes and the full changelog are available on github [github.com] and in-game.
As always, if you find a bug, please report it and follow the steps here [github.com].
Spiky  [作者] 8 月 31 日 下午 1:47 
Better Inventory v0.9.0.2 is out now!
Some more bugs where fixed including Refill Mouse Item sometime eating items. The release notes and the changelog are available on github [github.com] and in-game.
As always, if you find a bug, please report it and follow the steps here [github.com].
Spiky  [作者] 8 月 31 日 上午 9:18 
Good idea.
Saucy Puppet Show 8 月 31 日 上午 8:49 
That said, the only further suggestion I would make regarding the moving of items to return others to their previous slots is that you possibly add an option to have favorited items be immune to being moved in this way (i.e. if the item in the previous slot is favorited it won't be moved).
Saucy Puppet Show 8 月 31 日 上午 8:35 
The mod the hotbar swapping is being done through is Quality of Terraria. However, now that I go back to test the behavior I mentioned in my last comment it doesn't seem to be happening anymore. Weird.
Spiky  [作者] 8 月 31 日 上午 2:26 
I have no clue what could be causing this...
Does this happen with Smart Pickup disabled?
Does this also happen if you swap the items with Quick Move?
What mod are you using to swap the hotbar?
Saucy Puppet Show 8 月 30 日 下午 4:58 
The odd thing is that even with the option you've added to not move other items when returning items to previous slots enabled, it doesn't move the item in the same slot, but it still makes a new stack with the recollected items rather than just adding them to the existing one.
Spiky  [作者] 8 月 30 日 下午 3:10 
@Saucy Puppet Show I get it now and It's definitely not intended. It’s linked to the Consumption option of Return to Previous Slot.
In short, it marks the slot event though its not empty and tries to pickup items to that slot later.
I’ll see what I can do.
Saucy Puppet Show 8 月 30 日 下午 2:13 
Just to clarify, the sequence of events in the situation described below is:

1. Swap top row and hotbar, putting platforms in hotbar slot 1 and pickaxe in the slot below it, both items are favorited.
2. Place 1 or more platforms, without exhausting the stack.
3. Swap the hotbar and top row again. The first hotbar slot is now marked reserved for the platforms but contains the pickaxe again, with the platforms in the slot below it.
4. Break and recollect placed platforms.
5. Recollected platforms form a new favorited stack in hotbar slot 1, displacing the pickaxe while there is still a preexisting favorited stack of platforms in the inventory slot below.
Saucy Puppet Show 8 月 30 日 下午 2:07 
Hey, thanks for responding so quick! The main reason the second issue I mentioned was bothering me is that it also seems to display this behavior if the stack is moved in any other way (in my case by a mod that allows me to swap the hotbar and the top row of my inventory) and it happens even when the stack isn't fully consumed. So, say I have a pickaxe in the first hotbar slot and a stack of platforms in the inventory slot directly below that. If I swap the bars, place a few platforms, then break those platforms and pick them up again, for some reason the ones I pick up displace the pickaxe and form a new stack in that first hotbar slot, rather than just being added to the existing platform stack in the inventory.
Spiky  [作者] 8 月 30 日 下午 1:01 
Better Inventory v0.9.0.1 is out now!
Bugs related to Refill Mouse Item and favorited items should be fixed.
As always, if you find a bug, please report it and follow the steps here [github.com].
Spiky  [作者] 8 月 30 日 上午 11:52 
Thank for creating the issue, I’ll look into it.

As for the other point, this is the intended behavior.
Override Previous Slot does not prevent moving items to another, but changing what item is remembered in a slot by another one.
The following is happening: 
- You consume an item so it’s slot is remembered (assuming Consumption is On)
- You move another item to the same slot, but because Mouse item is off, the old item is still remembered
- You pickup the old item, it tried to got to its old slot when it was consumed
- Since there is an item occupying the slot, it displaces it somewhere else in the inventory
I can add an option to disable displacing items but be aware that this can lead to marked items not going to their previous slot or not been pickup if your inventory is full.
Saucy Puppet Show 8 月 30 日 上午 11:07 
Okay, so I've figured out how to reproduce the item eating/deleting issue and I've also discovered another bit of odd behavior that I'm not sure is intended or not. I'll make a proper report on github for the deleting bug but the other issue(?) is:

When consuming all of a favorited stack of an item (to the point where there are none remaining in your inventory) such as placeable blocks, from the hotbar, and then moving a new item into the same slot (with the option to remember the inventory position of items moved via the mouse turned off), if you then pick up one of the previously consumed items it will displace the new item to go back into the original hotbar slot, even when the option to allow items to override others is turned on. Not sure if this one is a bug or not but it doesn't seem like it should behave this way.
Saucy Puppet Show 8 月 30 日 上午 7:17 
Hey, love the update, but I've noticed that under unknown circumstances the "Return to Previous Slot" feature seems to "eat" items.

I'm trying to figure out how to consistently reproduce the problem and I'll look into making a proper bug report if I'm able to do so.
Spiky  [作者] 8 月 30 日 上午 5:23 
Better Inventory v0.9 is out now.
Some bugs were fixed and loads of features were added, make sure to read the release notes [github.com] .
If you find a bug, please report it and follow the steps here [github.com].
Spiky  [作者] 8 月 25 日 上午 2:03 
@Saucy Puppet Show thanks for the repport, I'll look into it.
Saucy Puppet Show 8 月 24 日 下午 4:30 
Alright, so I found out the bug happens when the "Extra Item Right Click" option is enabled. It's a shame to have to lose that functionality, but the issue is gone when I disable that option.
Saucy Puppet Show 8 月 24 日 下午 4:25 
I can't fathom why, but for some reason this causes an issue when used with Terraria Overhaul where the bow charging and hover-shot mechanics don't work correctly.
Spiky  [作者] 8 月 8 日 下午 12:01 
Thanks !
tired 8 月 8 日 上午 3:53 
hey spiky, i added you for some qol ideas i got :D
TheOrionnツ 6 月 19 日 下午 1:03 
thx man! i really like this mod, but this glitch is really annoying and about tips for tips to improve, I honestly don't know since your mod is, without a doubt, peak
Spiky  [作者] 6 月 19 日 下午 12:15 
@TheOrionnッ This should be fixed in v0.8.1.1
Spiky  [作者] 6 月 19 日 上午 11:05 
Thank for reporting !
You can disable `Inventory Management > Craft Stack` or avoid bulk buying when you have an item in your mouse.

I'll provide a fix soon
TheOrionnツ 6 月 18 日 下午 6:46 
for some reason, when i'm buying items my game simply freeze and i have to reload the entire thing, any tips?
Spiky  [作者] 6 月 3 日 上午 10:12 
@AvDragon17
I can't seem to reproduce the issue directly.
Could you send me the following files via Discord (@_spiky_), GitHub, a drive...:
- Your `client.log` file (located in the `tModLoader-Logs` folder in your tModLoader install directory)
- Your mod list and configs. To do so, create a mod pack of your enabled mod (`Workshop` > `Mod Packs` > `Save Enabled as new Mod Pack`), export it (`Export Pack Instance`) and provide the file `SaveData/Mods/enabled.json` and a zip of the folder `SaveData/ModConfigs`

Also, just to make sure:
- Does this happen with only Better Inventory enabled ?
- Does this happen if you disable `Smart Item Pickup` ?
AvDragon17 6 月 2 日 下午 5:41 
@Spiky I’m using a whole bunch of mods, but none that should interfere with inventory and weapon modifiers. I was using stronger reforges and isn’t really compatible with consistent reforges. Disabled better inventory died a few times and no modifiers disappeared. I do have smart item pickup enabled, and sometimes not everything gets their modifier removed, some of my weapons sometimes keeps their modifiers but my accessories never did.
Spiky  [作者] 5 月 28 日 下午 2:29 
@AvDragon17 what mods are you using ?
Does this happen every time you die ?
Do you have "Inventory Managment" > "Smart Item Pickup" > "Return to Previous Slot enabled" ?
AvDragon17 5 月 28 日 上午 11:27 
Died in medium core and had my modifiers for my equipment get removed. Turned off better inventory and all is good in the world (none of them deleted)
Spiky  [作者] 5 月 21 日 下午 12:38 
@Лоускіл can as ask you why ?
ШиШечка 5 月 21 日 下午 12:27 
IMHO awful mod
Spiky  [作者] 4 月 23 日 上午 4:51 
Thanks for the suggestion but I don't feel like it would fit the mod.
I would like the keep this mod clientside, meaning I should not modify any player data. Besides, mods like Expended Inventory already exists, you should give it a try
Paulavicious 4 月 22 日 下午 8:33 
Got a suggestion, You should add extra inventory slots in this mod, think it’d be super useful, especially if someone’s planning to play stuff like the Calamity mod. Would help keep things neat and organized :steamhappy:
Lupi2000 3 月 28 日 上午 12:11 
That would be awesome! When you have lots of mods and crafting tables, the crafting window quickly becomes cluttered by blacklisted recipes
Spiky  [作者] 3 月 27 日 下午 11:23 
Not currently. They only go to the end of the list but I could at toggle to hide them instead.
Lupi2000 3 月 27 日 下午 12:21 
Is it possible to completely hide from the crafting window any blacklisted recipe?
Omega Battle 3 月 25 日 下午 2:53 
never mind it is not working again
Spiky  [作者] 3 月 24 日 上午 11:56 
No problem
Omega Battle 3 月 24 日 上午 11:24 
never mind it is working now
Spiky  [作者] 3 月 24 日 上午 9:23 
What is not working, the whole mod or a singular feature ?
Do you see any errors in the "client.log" file (located at <tMLSteamDirectory>/tModLoader-Logs)) ?
Can you follow the steps in the Reporting Bugs [github.com] config to see if you can find the features that cause this?
Omega Battle 3 月 23 日 下午 1:05 
The newest version of Fargo's Mutant Mod does not work with this mod, but it did be for the update
Spiky  [作者] 3 月 9 日 下午 1:05 
As far as I'm aware, Better Inventory never broke anything with world gen. The mod does not even interact with it.
Are you sure Better Inventory is causing it, and if that is the case what is the bug ?
ZaKami 3 月 9 日 上午 9:01 
Does this still screw up world generation or is that problem fixed?
Spiky  [作者] 2024 年 12 月 15 日 下午 12:19 
The fix shoud be available (BetterInventory v0.8 and Spiky's Lib v1.3.1). It's not perfect but it allows Magic Storage to work properly for the time being
Spiky  [作者] 2024 年 12 月 13 日 下午 2:27 
I think I found a workaround. I'll have to make sure that everything works properly but I may solve the issue until Magic Storage updates
JimothyVA 2024 年 12 月 13 日 下午 1:54 
Magic Storage's author is adding an API in the next update that lets mod authors designate things as "Ignore data and stack anyway." It might be easier to wait for that.
Spiky  [作者] 2024 年 12 月 13 日 下午 1:25 
It's caused by Spiky's Lib.

In order to fix some wierd stuff with the way Terraria handles the mouse item I added UIDs to items and 2 stacks are currently assign differents uids. I guess Magic Storages see them as items with different modded data and so does not stack them.

I'll see what I can do about it.
JimothyVA 2024 年 12 月 13 日 下午 12:56 
This isn't the traditional bug, more of a mod conflict. When using the crafting interface of Magic Storage, crafted items to not get the Spiky's Lib/Better Inventory tag, and don't stack. Removing them from the system fixes it like normal, but any items crafted in the system do not register. I have also notified the author of Magic Storage, as I do not know who would be able to fix this, if anyone.
Spiky  [作者] 2024 年 11 月 28 日 下午 11:24 
I should be able to do it.
ГУСЬ 2024 年 11 月 28 日 上午 10:12 
You can add a feature that allows you to create accessories in such a way that they do not need to be removed!