Project Zomboid

Project Zomboid

[B42] Home Inventory Improved
45 Comments
Sam  [author] 4 hours ago 
Hi, @mimoozoo! The bug you mentioned should be fixed as of version 0.6.2, which is just released. Searching for a specific media should also be working, since all media's name are shown in the items list. With that, I hope you're willing to give my mod a second chance.

Thanks for the bug report!
mimoozoo 13 hours ago 
I had high hopes for this, it isn't working properly so far though. I'm mainly using HI to keep track of books and other media and your mod is not displaying those correctly. For VHSes and CDs it just takes the first one alphabetically (Ace Pilot and A boy from Kentucky) and shows that I have like a hundred copies of each of those two instead of properly listing everything I have with the right names and the right number. Shame, because the original mod kinda fails there too, since you can't expand the window there to read all the names fully and the search option isn't working properly either. The old one works sometimes though, namely when the name of the VHS/CD in question is short enough so I'm gonna stick with that for now.
TheMacDaddy 18 Jul @ 5:31pm 
@Sam thats a no for both questions. I tried lowering my resolution and started a new game with just the two mods to see if that was affecting anything but had no change.
Sam  [author] 18 Jul @ 11:01am 
Okay, @TheMacDaddy, I've found and fixed the first bug, though I'm still unable to replicate the hotkey bug. Would you mind answering a few more questions? Thanks for the info so far, btw.
[list]
[*] Does the Home Inventory icon show up and vanish each time you press the hotkey?
[*] Are there any errors (red box in bottom-right corner of screen) when you press the hotkey?
[/list]
TheMacDaddy 18 Jul @ 10:28am 
@Sam I play at 3840 x 2160 and the Home Inventory icon just appears/disappears once, no constant flickering when cursor is over it. My cursor has to come from the top half of the Designated Zones icon for the Home Inventory icon to stay so I can select it. I should have been more specific but I was using the numpad +, I switched to a non-numpad key like "\" and the Home Inventory panel does not appear.
Sam  [author] 18 Jul @ 8:20am 
Hello, @TheMacDaddy. Can you give me more details about this bug? Such as: your screen resolution and whether or not the icon flickered?

Also, the default hotkey to toggle the panel is the Numpad Plus (not the Plus next to the Backspace button).

Additionally, if you're on Debug Mode, try typing [code]CFN.Home.Open(getPlayer())[/code] into the lua console to force the items panel to open.

Feel free to send another comment or make a discussion if you encounter any more errors.
TheMacDaddy 18 Jul @ 5:07am 
It appears that attempting to move the cursor from the Designated Zones icon over to the Home Inventory icon to select it only works when the cursor is moving from the top most area of the Designated Zones icon to the Home Inventory icon. Otherwise the Home Inventory icon just disappears when I try to click on it. Also the default "+" key to open the panel does nothing, tried assigning a different key too. On B42 and only have starlit library and this mod enabled when testing.
Sam  [author] 17 Jul @ 9:50pm 
Hi @bingley, that was indeed an update, though since you said you preferred it, I'll remake it as an option, which you can find under the "Search Method" dropdown list. (in the next update ofc)
bingley 17 Jul @ 7:39pm 
Did something get updated? I didn't play for a couple of days, and it used to be in the context menu when you right-clicked, not this "x collected" thing. I like it a lot more than the previous, but I just wanna know if that was an update
x_Fire_Girl_x 17 Jul @ 3:39pm 
@sam hi, so the strorage units (cabinets, wardrobes, etc) are functioning as though they are there, i can see them in the inventory window, but you cannot see the storage units themselves.

My kitchen sink had some soap and washing liquid placed on top of it, but now the sink with a cabinet underneath it is missing, and the placed items are now just on the floor where the sink and cabinet used to be. I think this is my own fault to be honest, I shouldn't of loaded the game before investigating ;-;
Sam  [author] 17 Jul @ 10:47am 
Sure, @Blagden! I have just the mod for your brain called "Press numpad+ with ur finger whenever u wanna find an item." Your experience should be much more seamless now. x3
Blagden 17 Jul @ 10:40am 
Awesome mod, can you port this over to my brain so I can always find my stuff?
Sam  [author] 17 Jul @ 10:33am 
@x_Fire_Girl_x, can you tell me more about these missing textures? Such as: are they not rendered in the world or are their icons not showing up in the inventory window?

Also, does the game show any errors? (usually a red box with a counter in the bottom-right corner)
x_Fire_Girl_x 17 Jul @ 10:19am 
sorry, so turns out I'm not missing my stuff, but all the textures are missing for my storage (cabinets, wardrobes, ect). Have I messed up completely, or is there a way to get the textures back?
x_Fire_Girl_x 17 Jul @ 9:42am 
noo, i foolishly loaded up my game without this mod as it said there was a problem (turns out it's because the latest patch for this mod), and I've now lost so much stuff in my game :( i didn't back up either (which is my own fault). Does anyone know if there is anything I can do about this, or have I just messed up big time? :(
Cosmo 17 Jul @ 6:31am 
@Sam Working like a charm, ty
Cosmo 17 Jul @ 6:23am 
@Sam will try to delete and readd
Sam  [author] 17 Jul @ 6:05am 
Hello again, @Cosmo . I was able to reproduce the mentioned bug in version 0.5.0 , which looks exactly like what you'd pasted, and I'm pleased to tell you that it is currently fixed in version 0.5.1 . Please try to update the mod to the latest version.

Regardless, thanks for the bug report! :D
Cosmo 16 Jul @ 11:48pm 
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:43)
at zombie.ui.UIElement.onKeyRelease(UIElement.java:2814)
at zombie.ui.UIElement.onConsumeKeyRelease(UIElement.java:2805)
at zombie.ui.UIManager.onKeyRelease(UIManager.java:1912)
at zombie.input.GameKeyboard.update(GameKeyboard.java:56)
at zombie.GameWindow.logic(GameWindow.java:308)
at zombie.GameWindow.frameStep(GameWindow.java:916)
at zombie.GameWindow.mainThreadStep(GameWindow.java:642)
at zombie.MainThread.mainLoop(MainThread.java:76)
at java.base/java.lang.Thread.run(Unknown Source)
`
Cosmo 16 Jul @ 11:48pm 
Hey @Sam When im trying to change the button:
`function: keyPressHandler -- file: MainOptions.lua line # 4576 | Vanilla
function: onKeyRelease -- file: ISSetKeybindDialog.lua line # 112 | Vanilla
java.lang.RuntimeException: attempted index of non-table
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:100)
at se.krka.kahlua.vm.KahluaUtil.luaAssert(KahluaUtil.java:88)
at se.krka.kahlua.vm.KahluaThread.tableSet(KahluaThread.java:1704)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:579)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1820)
Sam  [author] 16 Jul @ 5:23pm 
I'm very sorry, @patohh4 , but a version for B41 is currently not planned. Though regardless, you are always welcomed to reuse the codes/assets in this mod and port it yourself or ask somebody else to do it.
Sam  [author] 16 Jul @ 5:18pm 
Hi @Cosmo . That error should be fixed in the latest version (0.5.1). If you are experiencing any other bugs, feel free to comment or make a discussion.
Cosmo 16 Jul @ 1:46pm 
Hey @Sam can u add functionality to set any button? Because me for example don't use keyboard with numeric keypad and when i try to change it its shows me an error.
Immane 16 Jul @ 8:01am 
At first: Ugh, new dependency
Then: OMG # COLLECTED TOOLTIP
patohh4 16 Jul @ 2:24am 
I have a question u have mod for 41v build
Sam  [author] 15 Jul @ 10:15pm 
Hi Claritas , the load order shouldn't matter since this mod interacts with Smarter Storage by only reading its mod data (if it exists, of course).

If a container's custom name doesn't show up on the list, try pressing the "Refresh" button, that'll force the system to recheck if that contain now has a custom name and display it instead.
Claritas 15 Jul @ 9:00pm 
What would the load order be for it to be integrated with Smarter Storage?
Sam  [author] 15 Jul @ 8:12am 
Hey Sego , can you elaborate more on this incompatibility issue? Any details on broken features are always appreciated, more so if the errors are provided from errorMagnifier .

I've just loaded a debug world with only this mod and Proximity Inventory enabled, and everything appears to be functioning normally.
Sego 15 Jul @ 7:36am 
Hi, great mod. I think it's not compatible with Proximity Inventory.
Sam  [author] 15 Jul @ 3:06am 
Alright! I'll make sure to include it. Thanks, by the way!
kolpaque 15 Jul @ 3:01am 
Hey! I'd be happy to have you include my translations in your mod! Just please don't forget to also include the core game file translations that are already in my mod. And please make sure to include a link somewhere to the translation tool I used for this work. https://github.com/pavel-voronin/pz-polyglot

Thanks for asking!
Sam  [author] 15 Jul @ 2:39am 
Hey @kolpaque , would you mind if I add your translations into my mod?
kolpaque 15 Jul @ 12:42am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3526274850

Translated into Russian. I had to translate the game files related to zone marking as well.
ivmakk 14 Jul @ 2:54pm 
@Sam Wow, the integration with Smarter Storage looks great, thnx! :steamthumbsup:

I saw some mods also use a layout with icons shown directly in a list on custom panel layout, similar to the Items List Viewer in the debugger [i.postimg.cc] – like before each item name, maybe even near each container instead on-hover.

But the current icon on hover is already good, especially if adding more icons would hurt performance.
Guicsr_ 14 Jul @ 9:56am 
oh Good, I didn’t know it worked this way. Thanks!
Sam  [author] 14 Jul @ 9:40am 
@Guicsr_ , you can define multiple zones to have the same name to "expand" the original one. Since items are not grouped based on the ID of the zone, but only its name (among other criteria), identical items from these zones will show up as if they're in one zone.

For example, let's assume the living room in your house has an L-shape, you can create 2 zones, both named "Living room". Try putting 10 empty cans in a drawer and 5 empty cans in a different drawer in the other zone. After refreshing the items list, you'll see that there is a single entry that shows 15 empty cans in total.

Just remember to not create overlapping zones , as that will cause items in the intersected area to be counted more than once, creating non-existing duplicates.
Guicsr_ 14 Jul @ 8:27am 
Could there be an option to add more tiles after finishing? The room is not square, and I want to draw the exact shape of the room.
KoBakumaDAZE 14 Jul @ 7:55am 
This is a game changing QoL feature for those poor fellas with smaller working memory!
Sam  [author] 13 Jul @ 9:43pm 
Yo, maraganina , thank you for the compliment, I'm glad you like it. Huge appreciation BTW! :steamhappy:
maraganina 13 Jul @ 10:34am 
Hey! This looks awesome! And thanks for the credit. I'll check it out later and I will include a link to this version in the description of my mod
Sam  [author] 13 Jul @ 7:11am 
@ivmakk , That's actually a great idea! I'll try to implement it as soon as I return home.
ivmakk 13 Jul @ 2:43am 
@Sam :steamthumbsup: for the mod and take some SP :cherrypie: for keep going!

It's a great improvement over the original – just having a separate icon to open it with one click is already a huge QoL boost compared to the confusing spot under the Health panel.

Only one wish from me – would be awesome to simplify locating where exactly the item is in the inventory panel. When I use Crates in my base warehouse, it gets a bit tricky without splitting into lots of small zones.

Any chance to make it compatible with custom container names from Smarter Storage https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3290232938 ?

Example of a named container and how it could be shown - https://i.imgur.com/R2Vlqft.jpeg
Sam  [author] 10 Jul @ 4:51pm 
@SIMBAproduz , yeah, you're right, though with the way custom UI is implemented, overwriting vanilla functions is a must, and there's current no ways to remove those overwrites once the mod is loaded. (as far as I know of anyway)

Of course, I could've always keep it in the Health Panel like the original mod, however, that would make the items panel unresizable.
Jebus oTO 10 Jul @ 3:35pm 
Excellent work, it's like you read my mind on this one
SIMBAproduz 10 Jul @ 11:38am 
If I have to disable the original mod to make this one active, wouldn't it be more interesting to integrate them? I'm a little confused.