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It seems to work fine with the standard vanilla slots, but it doesn't work with the extra backpack slots. I have the additional backpack slots set to Separated in the config, and it would have been neat to have the tools there. At least I can just set the tools to the front of the standard vanilla slots, and keep other stuff in the extra backpack slots.
It could also just be this world hates me more than I thought, and causes problems to happen to ONLY me with no explanation yet again.
I am trying to understand which is why I asked to specify the exact steps. The first time you listed them it was amiguous. I read your second description and followed them:
1) Have Axe + Spear saved to the same slot. I use slot 3.
2) Have Spear in slot 3. Axe is on the ground.
3) Pick up the Axe. It goes to first empty slot (Spear blocks 3). Axe icon is still above slot 3.
4) Drop Spear.
5) Drop Axe
6) Pickup Axe. It goes to slot 3.
For me it all works as intended. What does not work for you, which step? Video would also be good, yes.
It infuriates me when it just goes to some random slot because that just happened to be the last place it was in even though it has its own specified slot.
Unless you really try to understand how I've described twice how to replicate the issue, the only way you can reproduce it (it's extremely easy to reproduce btw) is if I were to somehow record a video and show you, which could have a voiceover of me flipping out when it doesn't work if you want.
What I'm talking about is that the mod will "forget" an item slot if it was being used by something else, (such as you pick up an axe with a spear and axe bound to the same slot, with the spear in the slot) and will no longer go to that slot when even you make sure it's empty. (if you drop it and then pick it up again) And I meant how bad the issue of how much worse it works was when I said "how bad it is".
hi johnsir,
I can tell you are unhappy, but please keep comments constructive. That is, don't use all caps stuff like "BAD". Anyways, your feedback is appreciated. Keep in mind the DST version is a direct port of this one and they share a lot of code. Any differences in behavior are not intended. If anything DST should be worse as I have less control over the game (no server mod).
I would like to reproduce the issue you described, so please be more explicit in the steps. If I do it like this, I cannot reproduce.
My inventorybar is completely empty and I equip a Pickaxe so my hands are full. Then:
1) Pick up Axe, this binds it to slot 1.
2) Drop Axe, pick up Spear. This also binds Spear to slot 1.
3) Drop Spear (is that what you meant by "drop it"?)
4) Pick up Spear (goes back to slot 1)
5) Move Spear to slot 2 (this binds it to slot 2)
6) Drop Spear
7) Pick up Spear (it will go to slot 2, as it's bound there).
This all works as intended. Tried multiple variations but don't see any issues. You probably have a slightly different use case. Please describe using explicit equiment (I use Axe & Spear) and slots (I use 1 & 2) then I will try to reproduce.
An item should always go back to its slot, unless it is already occupied by another item that is also bound there. So if you have both Axe & Spear bound to slot 1 and Spear is already in slot 1 and you pick up an Axe, Axe will go to the first empty slot it can find and not to slot 1.
Thanks!
如果保存的插槽已占用,则将自动重新排列项目以腾出空间。
Ok, thanks for the explanation.
But maybe cycle through all items would be good idea for next mod? ;)
Thanks for the giphy, very useful! That's actually how it's supposed to work. The current equipped item will go back to the slot, and whichever item is in the slot will then be equipped. The third item is in another slot at the moment and is indeed not part of the switch. It was not meant as a cycle through all items.
It's working like this: https://giphy.com/gifs/WpV27q6APNejqDagMC/fullscreen
In my opinion it should switch with all items attached to сell, but maybe it should work like that working now and it's more correct than I think
About the backpack, I'm sorry that functionality will not be added. I have looked at it in the past but mainly the UI will be ackward (where to place icons). Also I am not really developing this mod as I think it is feature complete and I'm not playing the game myself anymore either.
As for your bug; I don't really follow. Please provide a bit more detail. What happens exactly, and what did you expect to happen?
When I have 3 saved slots (3 hats for example) in one cell and switch it by right-click on current equiped hat, switch working only with 2 hats.
(Sorry for my English, but I guess you have understood me)
Misclicks happen, and actually this can be partial solution to boat problem, since the biggest problem is not just visual overlap, but misclicks on item icons.
I'll think about your suggestion of making the icons unclickable when saving is disabled, certainly is easy to add but I have personally never accidently clicked on the icons ever in all my playthroughs so not sure if it's really that necessary :-) Anyway will probably add it soon as a config option and then I'll post an update here.
I want it because you can setup items the way you want, disable saving to slots, and then accidentaly click on item icon and remove that item from binded slot, forcing you to reenable saving and put item in that slot again.
However, thinking about it, I think it would be better and more logical to just make icons unclickable when saving is disabled.
Now about boat overlap:
You can't see overlap because you're using boat without container inventory, try "cargoboat" or "encrustedboat" and you will see.
I do not see a clean way to fix that overlap like you already concluded yourself.
As for your request, I also worked on that and I can add it fairly easily so I can upload that soon. First I'll wait for a bit more explanation of why you want to hide the icons when disabled.
Adding the option to hide icons when disabled would be possible, although I'm not really sure about it. Can you explain a bit more about the use case? Are you usually playing with save slots disabled and would prefer a more clean UI? Do keep in mind that the disabled state only disables saving items to slots, it still returns items to their saved slots etc, so removing the UI in that case would also remove the ability to clear an item's slot. I could also add a toggle for the icons if you just want to get rid of the icons when playing but still want to be able to change saved item slots.
Also after playing with your mod for some time I have feature request, can you add an option for Disable Save Slots Toggle so that it also automatically hides icons when in disabled state, and shows them back when enabled?
When on cargo boat (or any boat with inventory for items I suppose), item icons from this mod overlap with boat's inventory. Not sure what can be done with it though...
- As for saving all items; yes, if you enable that and literally save all your items that will obviously lead to a giant mountain of icons. That's not really recommended anyway and will not really be useful imo. That option is meant to be used together with "disable save slots toggle", so a user can enable it, save some items he wants, then disable the save slots behavior again.
I'm not sure when I can actually look into the backpack feature and your other requests (about controller stuff) but when I do I'll post an update here.
- As for opacity 0%: you can simply set "Show slot icons" to disabled in that case, that will hide the icons completely. Opacity 0% would actually still render them but since they would be invisible that would not make sense, which is why 0% is not included.
- Clearing slots with controller should be possible with LB+RB at the same time when managing the inventory and highlighting a slot.
- Saving slots when moving items is also how it works with keyboard/mouse, that is intended that way. I'm not sure if that'll be changed. However, I suppose the "Disable Save Slots Toggle" needs a controller key at some point, cause then you can just enable/disable the saving slots (or "favorite" as you call it), and that way control when items will be saved (favorited).
Otherwise, thanks even for the response! I appreciate the feedback.
Thanks for the response! I know that it is a fairly specific request for a niche group, so I definitely understand if the costs outweigh the benefits for it. And if the main issue falls into where the UI is, I'd understand if the trade-off for getting backpack save slots would be not having icons for them.
Additionally, if you do decide to go forward and include it in an update for the future, would it also be possible to include (1) an opacity of 0% option for icons, and (2) a specific controller command for assigning and clearing favorited slots?
I love the idea behind this mod, as I try to organize certain essentials into very specific slots. However, I use controller and also naturally organize my tools in my backpack (keeping weapons, armor, and healing in inventory) since the backpack slots are just right below.
I know you mentioned the UI issue of where to put icons if backpack slots are used, but if I just change the opacity so that none of the icons are visible, could you then allow backpack slots to be favorited? I'm reluctant to train myself out of how I keep all of my items, let alone how I prioritize tools when getting attacked (I think tools are least valuable if you need to swap to armor and run).
Would that be feasible?
I just released v1.5.2 which fixes the problem. If you run into anything else let me know :)
Perhaps something was changed regarding images in Hamlet only equipment. This mod even works fine with custom weapons added by mods so I'm a bit puzzled why a built-in icon does not work. I do expect this can be fixed fairly easily I just have to see what they did differently about this one compared to all other icons :)