Project Zomboid

Project Zomboid

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[B42] Home Inventory Improved
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10 Jul @ 8:45am
19 Jul @ 7:28pm
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[B42] Home Inventory Improved

Description
This is a complete rewrite using the original Home Inventory as reference.

Originally posted by maraganina:
Looted the 14th pipe wrench because you forgot you already had 13? Didn't take that sledgehammer because you already had one but now you realized that was on your previous character? This mod allows you to designate zones in your home(s) or base(s). A list of all items in those zones will be displayed in the new Home Inventory tab, available in the Character Info panel (Health screen) by clicking a new button in the sidebar.

Safe to add/remove mid campaign; doesn't overwrite any game files.

...

The Home Inventory mod allows the player to create and manage custom zones: "home" zones; similar to how the Animal system works in B42. The items inside home zones are fetched and saved, and can be seen as a list in a new tab panel called "Home Inventory" located in the Character Info panel (the heart icon). Home zones can cover multiple bases, and can also cover different areas of each base. It's up to you to decide how you will organize your bases and the items inside them.

The list of items is only fetched when you add or remove zones, or when you click the "Home Inventory" tab "Manage" button, so the mod has virtually no effect on performance.

If you are too far from a zone, their tiles will not be loaded, and the game will think your items don't exist. To prevent this, the mod saves the items of each zone to a cache, so you can keep checking your home inventory while you are away.




What's new?

This mod adds many extra features in addition to the currently existing ones in the original mod, which includes:

  • Improved UI (again, hopefully) (since 0.6.0)
    • The Zone panel can now be resized, and it's also made more compact.




  • Quick Search: Right-click on an item will show whether you have collected that item and the current amount stored in your Home Inventory. (since 0.4.0)
    • NOTE: The amount of items collected for the default option is now placed in the tooltip of an item, visible when hovered. (since 0.5.0)





  • Container Tooltip: Hover over the container name of an item to show its inventory icon. (since 0.3.0)






  • Integration with Smarter Storage (since 0.3.0) (Thanks for the idea, @ivmakk!)
    • The "Container" column will now display the custom name set by the mod if it exists.

    • The custom icon and background will be used in the container tooltip when hovered.





  • Improved UI (since 0.2.0)





    • The items panel can now be opened with a new button next to the "Designated Zones" button. (A new custom icon is also used.)




    • A refresh button to reload items without needing to re-open/close any panels.




    • Items sorting with ascending and descending order by clicking on the header text.




    • Selectable filter criteria with a drop-down list next to the search bar.




    • Resizable panel to expand all truncated texts to your heart's content.




  • Mod options: some previously hard-coded values (such as zone colors) can be adjusted and all changes made can be applied mid-game. (since 0.2.0)



    • A key can be set to open/close the items panel (KP_ADD or "Numpad +" by default)

A number of bugs in the original mod is also fixed (hopefully):
  • Incorrect size reported by the zone manager panel. (A 1-cell zone will show up as 4)
  • (might be the same as the previous one) Zones bleeding into each other. (Two non-overlapping zones that are right next to each other will cause an item in one zone to show up in the other as a duplicate entry)
  • Interference to the display designated zones for animals. This mod does not hide or show them.

Incompatibilities

This mod only conflicts with the original one, but that's mostly because having 2 different items system is kind of redundant in my opinion.
It is planned that a special function to import mod data from the original mod for migration.

Final notes

A special thanks and all respects to the original mod's creator maraganina, I've been using your mod for a few months now, and it has been a convenience in every run of mine ever since, and of course, this mod would have never existed without your contribution to the Steam Workshop.

For everybody else, if you like this mod, be sure to check out the original one, too!

GLHF and keep on surviving! :3

Workshop ID: 3522009163
Mod ID: cf_home
Popular Discussions View All (6)
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30 Jul @ 2:58pm
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52 Comments
Threadrag 31 Jul @ 10:31am 
how about a sandbox option feature that you can only display while you are in the safehouse where the crates are?
DaveFitz 25 Jul @ 12:50pm 
@Sam I'm extremely sorry, your mod is working more than perfectly, I saw your response message and I was looking for the error, but when I pressed the farming button nothing appeared either in the console or in any errorMagnifier report... So I remembered that I added other mods at the same time I added yours and was doing trial and error until I found the problem. I found it to be a mod that adds firefighter outfits. I'm really sorry, I don't deserve your forgiveness, very good mod :3 :steamhappy: :steamthumbsup:
Sam  [author] 25 Jul @ 2:53am 
Hi @HeadlyGuy and @DaveFitz, can you guys give me more technical details (errorMagnifier report, screenshots, ...) regarding these bugs? I've loaded 2 debug worlds with and without my mod, and so far, I've found no differences between the UIs, as the driving and the livestock zones worked normally in both worlds.
DaveFitz 25 Jul @ 12:33am 
Hi!! I had already seen this mod but recently I added mods to my build42. Unfortunately it seems to me that it breaks the livestock interface because since I installed the mod, it's impossible for me to make new livestock areas. It's an excellent mod... I hope someone can recommend something to solve this :3
HeadlyGuy 24 Jul @ 6:26pm 
This mod messes up the UIs for both driving and livestock. I highly recommend not using it since it will make the game impossible to play.
Crystalmancer 23 Jul @ 3:36pm 
Would it somehow be possible to add a vehicle as part of that? So you have your listed home with inventories ...and you can add say... your looting pickup. so whatever you leave in the trunk between buildings is listed?
kolpaque 22 Jul @ 5:55am 
Try adding the current room or whole building as a zone using the keybinds (open Zone Management to make it clear) and let me know if you like it :)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3531779349
Sam  [author] 19 Jul @ 7:41pm 
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 19 Jul @ 10:37am 
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.