Noita
Inventory Bags
290 Comments
rdeangelis 5 hours ago 
Please add an option to have the bag open along with the inventory open, and close with inventory closing?
Jatopian 9 Jul @ 12:42pm 
Could we get a sorting button similar to the one for the wand bags, to sort the item bags alphabetically and by fullness? At least those are the only useful sorting methods I can think of. Sometimes it's difficult to distinguish potions by sight.

Also, for hotkey users, could we have the inventory automatically close if it is open when we try to open the bags, instead of just failing?
Horscht  [author] 8 Jul @ 2:48am 
They use animated sprites by using a spritesheet (one big image with the individual frames laid out side by side) and we can't easily display just a section of an image. The game's own inventory system is engine-side that's why it works there. A workaround might be possible, I'll have to think about it.
Jatopian 7 Jul @ 9:27am 
Welp, I figured it would already be that way if it were easy, but I thought I'd ask anyway.

A small bug I noticed is that unique wands tend to have different and sometimes glitchy-looking appearance when in the bags. For example the Chainsaw looks doubled, and other unique wands like Valtikka have non-unique sprites.
Horscht  [author] 7 Jul @ 3:25am 
Also not as easy as it sounds, for the wands we can't really hook into the whole pickup process and for instance prevent the pickup dialog from appearing. And for the spells, there's no way to tell if the player tried to pickup a spell but was not able to because the inventory is full. Currently I'm simply checking if the inventory has changed, and if autostorage is enabled, immediately move it from the spell inventory to the storage.
Jatopian 7 Jul @ 1:38am 
Hm, that is unfortunate, but it explains why I can't find bagged items easily when I look in player.xml. Thanks for considering it anyway.

Another thing that would be a nice Quality Of Life feature is, when we have the setting to put new items directly into bags, this would work even if all 4 wand/item slots are full, instead of telling us to get rid of one to make room. (And similarly for Advanced Spell Inventory with the vanilla spell inventory filled.)
Horscht  [author] 4 Jul @ 7:43am 
That's not easy to implement because the wands are stored in a polymorphed format (yes you can polymorph any entity, including wands) so I can't change the wands without unserializing them, making the change, and then re-serializing them. Both of those steps require a 1 frame delay (waiting for the polymorph to happen or wear off) and you can potentially have hundreds of wands in the bag. Idk, I'll have to think about it.
Jatopian 4 Jul @ 1:57am 
Advanced Spell Inventory has an option to apply Spell Refresher to spells in the inventory. Similarly, could we please have an option to apply Spell Refresher to wands in the bags?
insert.coin.here 29 Jun @ 4:33pm 
Oh lord this simple?, just clicking yeh? god bless you ;)
Molnyfio 29 Jun @ 3:45pm 
Moving stuff in and out is done by just clicking on the item, no dragging.
Auto-storing loot into the bags is an option in the mod's settings that is disabled by default.
insert.coin.here 29 Jun @ 12:08pm 
I recently got your pocket mod but something doesn't seem to work, maybe i'm just too clumsy for intuitive use. i can't put anything in the respective pockets, drag and drop with the mouse (yes i play with mouse and keyboard) doesn't seem to do anything. if i put a potion down and want to pick it up again, for example, it is automatically packed into the first bar, i.e. the original game bar. I can't move anything manually either, so I'm wondering if I'm simply operating this mod incorrectly or if there's a trick? A button that I might have to press additionally? I just don't get it and would find this very upsetting, especially since I've put all my hopes in this mod because I'm basically doomed to just pick up everything I get in every game :-D
Molnyfio 19 Jun @ 12:18pm 
My 2 minute test worked as intended, can throw around the tablet while auto-storing other stuff. Thanks, starting new runs will be much less annoying :)
As for GUI - you already have fields for labels for each bag, could use them for whitelisting.
Horscht  [author] 19 Jun @ 11:59am 
Too complicated, idk how a GUI would look like to define that. I added some mod settings to allow defining of a white/blacklist, check it out and let me know how it works and if I broke something in the process.
Molnyfio 19 Jun @ 10:57am 
That would be cool, especially if we could use it to set affinities for bags, for example put potions specifically into 3rd tab and pouches into 2nd.
Horscht  [author] 19 Jun @ 10:07am 
@Molnyfio idk about adding an option specifically for tablets, do you think a white-/blacklist would work that lets you define fractions of item names? Like "tablet" would match "Emerald Tablet - Volume IX". It wouldn't really work for potions like "pheromone" in "pheromone potion" because the material name is kinda added afterwards engine-side.
Horscht  [author] 19 Jun @ 7:10am 
@TyGently there's only a janky way to disable the wand pickup dialog and I wouldn't call it reliable enough to integrate it into this mod. So sadly we're stuck with it.
Molnyfio 19 Jun @ 5:35am 
It works, but you need to leave 1 slot open if you don't want to juggle the wands. It still brings up the dialog, but new wand goes straight to the bag when you choose empty slot.
TyGently 19 Jun @ 5:24am 
Does auto-storage work for wands? I have it enabled, but whenever I try to pick up a wand it still opens the "choose which wand to drop" dialog. It makes it a bit unwieldy to store new wands because I need to stow a wand I'm using, pick up the new wand in the empty slot, store the new wand in the bag, and then re-equip my old wand.
Molnyfio 18 Jun @ 8:40am 
Could you, please, add an option to disable auto-store specifically for tablets?
AstriaTheFox 15 May @ 7:39pm 
Yea when I move the mouse the controller cursor and mouse cursor are on the screen at the same time so Idk if it's catching a very tiny amount of drift or what. Also, sorry I forgot to reply.
Horscht  [author] 12 May @ 9:48am 
Usually the game should detect whether you're actively using mouse+kb or gamepad right now and switch accordingly. I tested it with an xbox one controller. I have to set the GUI non interactive if gamepad is detected, because otherwise it gets ALL the inputs and opens itself etc. But as soon as that becomes inactive by moving the mouse or using your kb, it should become interactable again. Unless maybe if the deadzone of your gamepad is really low and it detects micro movements and switches back to it instantly because of it?
AstriaTheFox 12 May @ 4:34am 
Unfortunately it can't be interacted with once opened with the B key.
AstriaTheFox 12 May @ 4:33am 
Using M-Nee mod the B key still opens it though at least.
AstriaTheFox 12 May @ 4:25am 
If I launch the game with the controller unplugged it does work fine like I mentioned but as soon as I plug the controller in the button becomes unclickable.
AstriaTheFox 12 May @ 4:22am 
Logger didn't mention any errors from this mod in the text file.
Only a couple errors from 2 other mods.
AstriaTheFox 12 May @ 4:09am 
I can confirm it works when launching a new game without the controller plugged in.
I use a normal Xbox Series controller.
Snoodle 9 May @ 6:55am 
dunno if this has been asked before- but I'd love to get this mod with an option to unlock it's functions through a perk. so like one perk of it would maybe add 1 row of slots, 2 would add another- so on and so forth. would at least make it "feel" somewhat balanced.
Horscht  [author] 9 May @ 6:38am 
What if you start a game with the gamepad unplugged? I tried it with gamepad and although I can't navigate it with the gamepad, at least with the mouse it works fine. You could also try installing the Enable Logger mod and see what errors pop up.
AstriaTheFox 9 May @ 3:46am 
For whatever reason I can't open it, I do play with controller mainly but Idk why that'd stop it from working if I click it with the mouse.
UnkySoot 12 Mar @ 7:50pm 
It fixed itself when I picked up a new wand I think
UnkySoot 12 Mar @ 7:37pm 
Error on my end, happened after a hard save and reload,because I went overboard with the ducks and disco lights. I can open the inventory tab, but my list of wands only in the "active wands" row empty of icons and shows no tool tip. All saved wands visible, but clicking makes the UI disappear for a ms, but does nothing else. I musta broke something between all my mods going overboard.
Horscht  [author] 8 Mar @ 7:35am 
Did you maybe set the "max wands per tab" in the mod settings to 0 by accident? When you hover over the wand, does it show the tooltip and does the wand icon get slightly bigger? Maybe you have another mod that draws another GUI on top that blocks mouse events.
Molnyfio 8 Mar @ 3:42am 
Shift-clicking should work.
tmo97 8 Mar @ 3:04am 
I open the bag, I select a row, then I click on the wand. I double-click, nothing happens. I right-click, I throw away my wand. This mod used to work very well for me. It's been quite a while since I've played. Now, nothing happens. Did something change about how it works, or is it just not working for me?
Molnyfio 17 Feb @ 5:02pm 
Also, would be nice if potions auto-sorted by the type.
Molnyfio 17 Feb @ 4:44pm 
Thanks!
Is there a way to disable choosing a slot for picked-up wand? Since it's going to the storage anyway.
Horscht  [author] 17 Feb @ 10:26am 
It is done, let me know if there's any issues :)
Molnyfio 16 Feb @ 7:07pm 
Hello.
Could you add settings to auto-store things into the bags and auto-close the bags on inventory open, similar to your spell storage mod?
Horscht  [author] 4 Feb @ 7:05am 
Experimental support for EW added, try it out and let me know how it works. I only did some rudimentary tests.
Wraith Oogakari 3 Feb @ 4:18pm 
Are you able to work with the Entangled Worlds modders to get this to work for their multiplayer mod? At the moment when moving wands/items in and out of the inventory they can disappear randomly, if you keep moving them then eventually they all disappear.
Horscht  [author] 21 Jan @ 4:39am 
Controller support is too hard and frustrating, so I'm not gonna bother, sorry.
ミランディス 20 Jan @ 4:07pm 
It's a very nice MOD. However, when playing with a controller, if the setting is to load a specific controller instead of automatically detecting the controller, the MOD does not seem to work. In my environment, if I set it to the controller called Xinput Controllre#1, it no longer responds to mouse clicks.
Horscht  [author] 4 Jan @ 10:13am 
I pushed an update that should fix the issue and show the image correctly for spells with the Bombs Materialized perk.
Horscht  [author] 4 Jan @ 6:36am 
Are you sure? I tried it just now and the icon didn't show properly, it was invisible, but I could still put it in and take it out again. So it might still be in there, just invisible, try hovering over the slots.
Toast 3 Jan @ 9:31pm 
Does not work with the perk "Bombs Materialized." My 250 dynamite disappeared into the bag :MMNotGood:
Hebrux 14 Dec, 2024 @ 4:17pm 
awesome! Thank you!
Horscht  [author] 14 Dec, 2024 @ 3:25pm 
Yes you can install the M-Neé mod and use that for a keybinding.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3043711058
Hebrux 14 Dec, 2024 @ 10:53am 
Is there a way we can map the inventory bag to a key? for example if I press "~" key I would like the inventory bag to expand or close
10,000 Hungry Horseflies 9 Dec, 2024 @ 7:44am 
I wish this was a perk in the base game
Ayven 7 Dec, 2024 @ 6:13am 
Great for carrying quest items. Must-have mod, not gamebreaking, but huge QOL improvement :cozybethesda: