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it is very annoying
[00:19:28]: [workshop-2189004162 (Insight)]: Title: WARNING!
[00:19:28]: [workshop-2189004162 (Insight)]: Text: [string "../mods/workshop-2815192618/modmain.lua"]:157: attempt to index local 'item' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-2815192618/modmain.lua:157 in (method) RemoveItem (Lua) <144-182>
../mods/workshop-1462979419/modmain.lua:313 in (upvalue) sortInventory (Lua) <221-375>
../mods/workshop-1462979419/modmain.lua:398 in (field) fn (Lua) <384-408>
scripts/events.lua:46 in (method) HandleEvent (Lua) <42-49>
scripts/input.lua:187 in (method) OnRawKey (Lua) <184-191>
scripts/input.lua:434 in () ? (Lua) <433-435>
Because the original mod uses outdated api, which cause crashes in some cases when sorting.
(Btw, thanks for keeping this really wonderfull mod alive! )
I'm not the original asker, but I also felt the need for that feature today, and here's how I see things.
1) Just sorting the chest content itself is already more valuable than you might think. Having a sensible order between items (instead of the random order in which you stored them), and ensuring that duplicate stacks of the same item are next to each other, that's cool.
2) If we can have interactions between the chest and the player inventory, when an item has a stack in both the chest and the inventory, both stacks should be merged in the same container. I think from inventory to chest is a sensible default, but ideally it could be a toggle option (to chest/to inventory/to smaller stack/to bigger stack).
Hope it helps, and thanks for the super useful mod in any case.
See ya o/
To those asking for sorting chests - how exactly do you expect that to work?
Sorting only the chest contents (ie not touching the player's inventory) when a chest is opened might be doable, but I don't see how this is worth the effort, unless you're using really huge, modded chests like the Storm Cellar, on a large scale. (I use storm cellar, but rarely have more then 2 per base, and even then it's only used for low-traffic, mostly non-stacked items (clothing, hats, staffs, goodies...).
up = 273
down = 274
right = 275
left = 276
insert = 277
home = 278
end = 279
page_up = 280
page_down = 281
希望可以使用更多的自定义按键而不只是字母键.
local e = TheSim:FindEntities(x, y, z, 20, {"_container"}, {"player", "DECOR", "FX", "NOCLICK" , "INLIMBO", "outofreach"}) or {}
(just found out all containers have this tag, so we can directly look for them)
But I think the FindEntities function will find everything within 20 radius and then checks for the Tags. So the difference is only in what it returns... so in the end it might be faster to have no search tags at all and only do our own checks... hm... But since I'm not sure how it internally works, I will leave it the way above.