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The issue is PBs do not support inventory properly. That is a problem with PBs, not with modding unfortunately. Once Keen fixes that, it will work, but until then use the mod I listed above.
also i'd like to point out at some point someone might need to do something like buckett/forge. a base set of MOD API's for modders to use that are missing from the main app so each modder does not have to implment it them self and all the issues that can come from that.
TIM depends on that entirely because TIM is a raw script loaded into a PB and executed via a timer block. So TIM can only use objects and methods actually exposed to it via the PB.
For example if an in-game object / method / set of API calls aren't accessible to the PB then anything depending entirely on the PB for those things is sol.
The PB's have come a long, long way since their initial inception. However they're still a far cry from the full capabilities when using a real project plugged up to the full API, and I think they're supposed to be.
Considering all of that though, TIM does a hell of a lot.
However there's a reason the PB has limits. It's not supposed to replace a fully fledged plugin solution. You can probably think of a PB as a limited lightweight go-to for simple (or moderately complex) things that don't need the full power (and overhead).
One can just whip up simple scripts, slap them into a PB and go. That's what they're designed for and they do that pretty well.
I typically just set up a sort to drain NCF so I haven't actually tested TIM with NCF yet.
am i correct iin thinking that NCF is registered as an entity and that is why the PB cant interact correctly with it?
im currently running through the TIM script and the NCF core .cs trying to find something myself.
does the Dev have any advice on .cs files i should be looking in and tricks i may try?