Stationeers

Stationeers

Inventory Tweaks
25 条留言
BoNes 10 月 25 日 上午 2:35 
Feature Request: I tend to play alot in creative mode, using the authoring tool. Could you please add a key bind to search your inventory for an authoring tool and move it to your hand?

Thank you.
rambalac 10 月 15 日 上午 12:14 
Sorry, I got few bugs and created 3 tickets about cardboard boxes, replacing current tools and inventory priority issues.
Jack_  [作者] 10 月 9 日 下午 4:11 
Thanks for the report! Fixed in 0.4.5.
bvierra 10 月 9 日 上午 9:33 
Latest build breaks all manual saves on NEW games. Full details at: https://github.com/theit8514/Stationeers-InventoryTweaks/issues/4
Jack_  [作者] 10 月 5 日 下午 5:40 
Published the new version to Steam. It will prompt you to migrate the Save data to the new format. This migration is needed to fix an issue when uninstalling the mod.
Jack_  [作者] 10 月 5 日 下午 4:30 
To unlock the slot, clear the item from that slot then hover it and press the keybind.

For stowing both hands, I'll have to think about it. I could probably add a modifier key for that (shift or control).

A new prerelease build is up on the GitHub with the below feature for Inventory Select and a fix to moving items when they're currently constructing. Wanted to get in some testing before releasing it.
valentyn.ankk 10 月 4 日 下午 5:07 
OHB, point the cursor to an empty locked slot and press lock
OHB 10 月 4 日 上午 11:41 
How does one unlock a slot? I've got a slot locked a baked potato that I want to undo.
valentyn.ankk 10 月 3 日 上午 7:59 
Greetings!
Thank you so much for this long-awaited, wonderful mod!
Is there a small bug. Is it okay if I report it here? Or should I post it on GitHub?
1) If the building hologram is active and Smart Stow is used, the item goes into inventory, but the hologram doesn't disappear, and left-clicking it produces the error [EXCEPTION] nullreferenceexception: object reference not set to an instance of an object. It's not critical, of course. But if a pipe bursts somewhere, something's on fire, and I'm running around like a headless chicken with a hologram, spamming errors... that just escalates the situation even more :D
valentyn.ankk 10 月 3 日 上午 7:34 
One more question. Another super-useful mod, Fixing The Controls, has a "free both hands" feature. It doesn't work with Inventory Tweaks; it dumps items into the first available slot (which makes sense :D). If you assign the Smart Stow button to the same key as Free Hands and use Smart Stow, the item in your active hand goes where it should, from your inactive hand to the first free slot (which makes sense :D). This isn't a big deal, I've gotten used to freeing both hands with Smart Stow, switching between them. But is it possible to free both hands? Or does this feature already exist and I just haven't figured it out?
And a huge thank you for the EnableSaveLockedSlots option!
It took me a while to find it, though :D But it pairs perfectly with Fixing The Controls!
Fixing The Controls + Inventory Tweaks = 1000000% inventory convenience!!:steamhappy::steamthumbsup:
Jack_  [作者] 10 月 1 日 上午 10:25 
For the other cases of the F key interaction, I think it would not be wise to override them:
1. Swap result is used when the selected slot and item are compatible, but replacing it with Stow+Swap just places the held item randomly in your bags as we first have to empty your hand then bring the item to the hand. This is not intuitive.
2. HandToSlot assumes you have an empty slot selected, so using Stow there means the item *won't* go into that slot, leading to confusion on where the item went.
3. SlotToHand is already perfect as you have an empty hand and a targeted slot with item.

Let me know if the above change to Invalid and/or Merge is what you were thinking.
Jack_  [作者] 10 月 1 日 上午 10:25 
For the F key override, I've been playing around with it for a bit and I can see some cases where the game's logic could be improved. For example, if you have Iron Sheets in your active hand and select the Wrench from your Tool Belt to bring out, the game's IsValid returns Invalid preventing the interaction (can't place Iron Sheets in a Tool slot). We could use that to perform a Stow+Swap instead, placing the held item in an available slot and bringing the tool out. This works pretty well and feels good to use.

The Merge result could be overridden to improve the merging logic by stacking to all available slots to try and empty your hand completely, but I will have to think of the best way to implement it.
Jack_  [作者] 10 月 1 日 上午 10:24 
I think past-me and you are on the same page, as the Held Item Next keybind already has a Shift modifier to switch to the previous page. For example, if Z is your Next key, Shift+Z will be your Prev key. I tested this with the Better Advanced Tablet mod and it appears to be working.
George C. Barnes 9 月 30 日 下午 10:28 
Hey, thanks for the reply.

For the Smart Stow, what I mean is that F is used to get/put things into the inventory, so is it possible to make it trigger Smart Stow when I use F to put things into the inventory? So that I don't need to use two different keys (F/G) to operate the inventory. Maybe make this an option in the mod config?

About the BAT mod conflict, changing the keybind doesn't help. The BAT mod didn't register any keybind in the Control menu. I think they hardcoded it in, so maybe it's a load order issue, IDK.
For the "Previous" key modifier, I suggest using C + "Next" keybind, which is what the BAT mod uses. I think you can steal that idea.
Jack_  [作者] 9 月 30 日 下午 4:51 
Interesting that it's not mentioned in the log. There are two logs for Stationeers, can you check both? One is in the BepInEx folder called LogOutput.log, the other is the Player.log in the %APPDATA%\..\LocalLow\Rocketwerkz\rocketstation folder. Would you be willing to submit the log via a message on Steam or via the Stationeers Modding Discord thread to diagnose it further?
Amber 9 月 30 日 下午 12:33 
i am running the stable branch and used the workshop version it doesnt mention any exeption in the log file however ingame on the bottom left it said this twice: EXCEPTION] nullreferenceexception: object reference not set to an instance of an object
Jack_  [作者] 9 月 29 日 上午 2:35 
Smart Stow already has a keybind (G is the default for me) and is also triggered by right clicking a slot with Alt held, so probably not going to override the F key which I think is "transfer item to/from current hand".

I think the conflict can be fixed by setting the keybind for this mod in the settings to something else and letting the other mod handle next/prev. I'll consider adding a prev keybind, but not sure what a good default would be.

The locked slots work by holding Alt then pressing the keybind while hovering a slot. If the slot is empty it unlocks, if filled it locks to that type. You'll see a game message at the bottom left if it does something. I specifically didn't implement it for the scroll selection to prevent conflicts with other middle click keybinds.
George C. Barnes 9 月 28 日 下午 10:09 
1. Can you merge the Smart Stow function into the game default InventorySelect(F) action, so when I put things back using F will auto apply Smart Stow.

2. There is a conflict on hitting "Next" function with mod "Better Advanced Tablet", the mod BAT has its own "next and previous chip" keybinds and this mod brake it. (Maybe you can add a hitting "previous " function too)

3. The lock slots doesn't seem to work, I hit the key bind (I changed it to F6) when selecting that item in a backpack, but nothing happened.
Jack_  [作者] 9 月 28 日 下午 5:08 
Are you on stable branch of Stationeers? Are you using the workshop version or the prerelease from GitHub?

Check your BepInEx log file or the Stationeers log file for the word "Exception"? If it's there, it will be followed by a number of "at" lines below it. Post that here.
Amber 9 月 28 日 下午 2:44 
does not seem to be working for me on the latest update, even without any other mods loaded. the loading screen gets stuck at 100% saying loading prefabs
WIKUS 9 月 27 日 下午 12:11 
Inventory Tweaks works great.

XmodsInOne has been causing this users issue.
Jack_  [作者] 9 月 27 日 上午 7:13 
This mod does not hook OnVoxelMineEvent. OnVoxelMineEvent field is only present on the preterrain branch, so it's likely a mod that hasn't been updated for the new update. Can you provide your mod list?
Jack_  [作者] 9 月 26 日 上午 8:22 
For Fixing the Controls: I don't expect there to be any conflict, with the exception that locking slots that the mod is expecting to clear your hand into could cause conflicts. Key registration is fine, but key handling is done via a separate Update method. This mod registers keys uses the same Key registration, but expects Stationeers to pass us the event when the key is pressed.

For Inventory Window Fix: This makes the same change I make to fix the window gaps, but they do it by prefixing ToggleWindows and runs against all windows, whereas I prefix SetVisible and only modify the one window. No conflict there, just duplicatiion in effort. There could be a conflict in LoadUserInterfaceData: They prefix the method whereas I postfix it. This means that if you have the EnableRewriteOpenSlots feature enabled, that mod will start receiving StringHash values that are actually ReferenceId values, which may affect functionality in that mod.
Jack_  [作者] 9 月 26 日 上午 7:48 
This mod was developed two years ago, but wasn't published to Steam. I recently updated it for the new update and published it to Steam with support for StationeersLaunchPad. I'll take a look at those mods for any compatibility issues.
Jeb Kerman 9 月 25 日 下午 6:56 
How does it differ from Inventory Window Fix (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3462118387)? Might be better as it's more recent and open source, but I'm a bit concerned that messing with the keybinds as well as window positions might conflict with the Fixing The Controls mod (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3298346999) .