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Player Inventory: ItemContainer:[type:none, parent:IsoPlayer{ Name:null, ID:57 }].
So ItemContainer is its class, but type is none.
Pity you can't HarmonyPatch via LUA into java classes, that would be so handy.
The java-based mod to change player inventory changes the setCapacity function and removes the very hard-capped limit of 100 on any inventory. But it does the change to the java, and this mod is all LUA, so I'm not sure where the bridge is between LUA and Java code.
FG Player Inventory: ItemContainer:[type:player, parent:IsoPlayer{ Name:null, ID:56 }].
FG Player Inventory Type: player.
No errors, no exceptions. Also no effect. :(
So would just need to investigate what exactly "self" is in getCapacity() and getEffectiveCapacity(). There probably isn't anything preventing this, though. I'll have a look at it tomorrow if I have time.
I set up addContainer on fridge type, and the fridge does reflect the increased amount...
the freezer does not.
Furthermore, some freezer types do NOT have a container = type set in the tile file I mentioned before.
An example is appliances_refrigeration_01_48
I have one in my base, its a freezer but has no container type set
and has FreezerCapacity = 30
How can it have capacity, but no container = value?
And why does the change to fridge not also affect the freezer?
JB_MaxCapacityOverride.addContainer("freezer", 250, false)
I have to remove microwave as it seems to have broken the functionality of the thing, you turn it on, and it turns itself off right away.
And it's so odd that my attempt at setting the 'player' inventory type didn't take. :(
As far as player inventory, I did a half-ass attempt and even though player inventory is an ItemContainer and my functions are called in lua, the java code might be getting in the way.
Anyway, can confirm the microwave still glitches out and turns off without the change to its inventory from this script. So must be a base-game bug?