HAL9000 Posted July 15, 2017 Share Posted July 15, 2017 Hey guys, This is a mod that makes the inventory remember the last slot you used for an item. It will also try and fill the toolbelt before filling the backpack. There's a known issue on slot 0 for the toolbelt where it can't push an item but other than that it's working pretty well. So much nicer to have a repaired item go back to the slot it was assigned. A16.4 Download Link A16.3 Download Link A16.2 Download Link A16.1 Download Link * Added the ability to shift click items to an entity container A16 Download Link Link to comment Share on other sites More sharing options...
HAL9000 Posted July 16, 2017 Author Share Posted July 16, 2017 A16.1 update added Link to comment Share on other sites More sharing options...
layarion Posted July 21, 2017 Share Posted July 21, 2017 hmm, anyway it could also show a 50% transparent image of what item it remembers in that slot? 2) will this make it so that: if i pull water out of a chest, drink water, and shift click it - then will the water auto go back to that spot? Link to comment Share on other sites More sharing options...
HAL9000 Posted July 21, 2017 Author Share Posted July 21, 2017 Hello layarion, It's probably a no on the first one, it'd need a lot of recoding for the UI system which is something I haven't got into yet but yeah there's plans to expand the mod to work with any container in the game rather than just the player inventory and belt. Link to comment Share on other sites More sharing options...
layarion Posted July 22, 2017 Share Posted July 22, 2017 could you outline how to install your mods from someone who has never done more the edit the vanilla items? Link to comment Share on other sites More sharing options...
HAL9000 Posted July 22, 2017 Author Share Posted July 22, 2017 Follow three's post he linked over in the SDX thread, that should get you started Link to comment Share on other sites More sharing options...
layarion Posted July 30, 2017 Share Posted July 30, 2017 If a new item occupies the remembered slot, and there is room in my inventory, could this be setup to move items around so that item goes back in remember slot? As is, if i put an item in slot 4, and put item in chest. If i come back to the chest, and shift click, and slot 4 is occupied by something else, then it goes to the enxt availible slot. Not a big deal, and i'm not sure i would want it on all the time, but could be useful. Perhaps if i hold Shift+F +left click or something. 2) maybe the possibility that, if inventory is full, swap slot 4 to chest and chest item back to slot 4. anyway i finally figured out how to get SDX and this working. This will be a useful mod because it was annoying to have repaired items go somewhere else. Link to comment Share on other sites More sharing options...
HAL9000 Posted August 5, 2017 Author Share Posted August 5, 2017 If a new item occupies the remembered slot, and there is room in my inventory, could this be setup to move items around so that item goes back in remember slot? As is, if i put an item in slot 4, and put item in chest. If i come back to the chest, and shift click, and slot 4 is occupied by something else, then it goes to the enxt availible slot. Not a big deal, and i'm not sure i would want it on all the time, but could be useful. Perhaps if i hold Shift+F +left click or something. 2) maybe the possibility that, if inventory is full, swap slot 4 to chest and chest item back to slot 4. anyway i finally figured out how to get SDX and this working. This will be a useful mod because it was annoying to have repaired items go somewhere else. Yeah I thought about all that when doing the mod but it becomes a farce pretty quickly with unintended behaviours. The best way I found is to just drop the item in all the slots you want to "reserve" for that item and then when it gets added it fills up those slots. If no slots are available it just uses the vanilla placement method Link to comment Share on other sites More sharing options...
gottx Posted August 14, 2017 Share Posted August 14, 2017 HAL could you please update this for 16.2? I cant compile it.. Link to comment Share on other sites More sharing options...
HAL9000 Posted August 14, 2017 Author Share Posted August 14, 2017 HAL could you please update this for 16.2? I cant compile it.. Sure, new link is in the OP for 16.2 Link to comment Share on other sites More sharing options...
gottx Posted August 14, 2017 Share Posted August 14, 2017 Thank you very much, its working :-) Link to comment Share on other sites More sharing options...
layarion Posted August 17, 2017 Share Posted August 17, 2017 Hal, i dunno what it is...but the "moves items to hotbar first" works fine at first. Then it stops working after a short bit. I'll try to get a video of it, but i'm caught up in some things right now. On a new world, punching grass puts it in my hotbar. Not long after though, mining things doesn't put rocks and stuff in my hotbar. I created a wrench with giveself wrench, and pressed E to pick it up. It didn't go to my hotbar again. Everything else works as advertised, just not the hotbar feature. Link to comment Share on other sites More sharing options...
HAL9000 Posted August 17, 2017 Author Share Posted August 17, 2017 Hal, i dunno what it is...but the "moves items to hotbar first" works fine at first. Then it stops working after a short bit. I'll try to get a video of it, but i'm caught up in some things right now. On a new world, punching grass puts it in my hotbar. Not long after though, mining things doesn't put rocks and stuff in my hotbar. I created a wrench with giveself wrench, and pressed E to pick it up. It didn't go to my hotbar again. Everything else works as advertised, just not the hotbar feature. I'll have a look next time I'm playing and see if I can reproduce Link to comment Share on other sites More sharing options...
r1cochet Posted August 24, 2017 Share Posted August 24, 2017 HUH? Do you just drag and drop files? Link to comment Share on other sites More sharing options...
HAL9000 Posted August 25, 2017 Author Share Posted August 25, 2017 You need SDX and compile it through that Link to comment Share on other sites More sharing options...
layarion Posted August 29, 2017 Share Posted August 29, 2017 Hal, here is the issue i experience with the "items go to hotbar first" feature. https://youtu.be/ktXsb0KYf6Y Link to comment Share on other sites More sharing options...
HAL9000 Posted September 1, 2017 Author Share Posted September 1, 2017 Hal, here is the issue i experience with the "items go to hotbar first" feature. https://youtu.be/ktXsb0KYf6Y Yeah I noticed that behaviour but I prefer it the way it is. I don't want clutter like that appearing on the toolbar and preventing me from punching stuff by constantly taking the slot up. Slot zero happens cause there's no real way to "reserve" that slot in the code. Link to comment Share on other sites More sharing options...
HAL9000 Posted September 2, 2017 Author Share Posted September 2, 2017 Update Time! Added: A16.3 support Link to comment Share on other sites More sharing options...
layarion Posted September 17, 2017 Share Posted September 17, 2017 Could you add the option to remove the hotbar first feature? it's getting in the way of some things and i might need to disable the mod until then. Link to comment Share on other sites More sharing options...
HAL9000 Posted September 17, 2017 Author Share Posted September 17, 2017 Yeah I can put an option in the next release Link to comment Share on other sites More sharing options...
Kosmic Kerman Posted November 23, 2017 Share Posted November 23, 2017 Hey Hal, I'm sure you're busy but wanted to let you know that the latest version (16.3) won't compile in SDX 0.7.1 for 7dtd 16.4. I'm sure this is not unexpected but I wanted to flag it for you. BTW, I'm having a lot of fun with the Halicopter mod. It's really cool. PS- you may want to trim the recipe for the Halicopter pad because all of the ingredients don't show up in the crafting menu (the last ingredient plastics doesn't show up). Here are the errors from SDX: c:\7DTD\SDX_0.7.1\Targets\7DaysToDie\Mods\HalSmartInventory\Scripts\InventoryExtended.cs(28,23): error CS1061: 'XUiC_ItemStack' does not contain a definition for 'OHT' and no extension method 'OHT' accepting a first argument of type 'XUiC_ItemStack' could be found (are you missing a using directive or an assembly reference?) c:\7DTD\SDX_0.7.1\Targets\7DaysToDie\Mods\HalSmartInventory\Scripts\InventoryExtended.cs(40,23): error CS1061: 'XUiC_ItemStack' does not contain a definition for 'OHT' and no extension method 'OHT' accepting a first argument of type 'XUiC_ItemStack' could be found (are you missing a using directive or an assembly reference?) c:\7DTD\SDX_0.7.1\Targets\7DaysToDie\Mods\HalSmartInventory\Scripts\InventoryExtended.cs(62,22): error CS1061: 'Inventory' does not contain a definition for 'NH' and no extension method 'NH' accepting a first argument of type 'Inventory' could be found (are you missing a using directive or an assembly reference?) c:\7DTD\SDX_0.7.1\Targets\7DaysToDie\Mods\HalSmartInventory\Scripts\InventoryExtended.cs(71,18): error CS1061: 'Inventory' does not contain a definition for 'NH' and no extension method 'NH' accepting a first argument of type 'Inventory' could be found (are you missing a using directive or an assembly reference?) c:\7DTD\SDX_0.7.1\Targets\7DaysToDie\Mods\HalSmartInventory\Scripts\InventoryExtended.cs(80,21): error CS1061: 'Bag' does not contain a definition for 'HH' and no extension method 'HH' accepting a first argument of type 'Bag' could be found (are you missing a using directive or an assembly reference?) c:\7DTD\SDX_0.7.1\Targets\7DaysToDie\Mods\HalSmartInventory\Scripts\InventoryExtended.cs(83,21): error CS1061: 'Bag' does not contain a definition for 'MH' and no extension method 'MH' accepting a first argument of type 'Bag' could be found (are you missing a using directive or an assembly reference?) c:\7DTD\SDX_0.7.1\Targets\7DaysToDie\Mods\HalSmartInventory\Scripts\InventoryExtended.cs(88,17): error CS1061: 'Bag' does not contain a definition for 'HH' and no extension method 'HH' accepting a first argument of type 'Bag' could be found (are you missing a using directive or an assembly reference?) c:\7DTD\SDX_0.7.1\Targets\7DaysToDie\Mods\HalSmartInventory\Scripts\InventoryExtended.cs(88,33): error CS1061: 'Bag' does not contain a definition for 'HH' and no extension method 'HH' accepting a first argument of type 'Bag' could be found (are you missing a using directive or an assembly reference?) c:\7DTD\SDX_0.7.1\Targets\7DaysToDie\Mods\HalSmartInventory\Scripts\InventoryExtended.cs(89,45): error CS1061: 'Bag' does not contain a definition for 'HH' and no extension method 'HH' accepting a first argument of type 'Bag' could be found (are you missing a using directive or an assembly reference?) c:\7DTD\SDX_0.7.1\Targets\7DaysToDie\Mods\HalSmartInventory\Scripts\InventoryExtended.cs(90,23): error CS1061: 'Bag' does not contain a definition for 'MH' and no extension method 'MH' accepting a first argument of type 'Bag' could be found (are you missing a using directive or an assembly reference?) c:\7DTD\SDX_0.7.1\Targets\7DaysToDie\Mods\HalSmartInventory\Scripts\InventoryExtended.cs(172,21): error CS1061: 'Inventory' does not contain a definition for 'NH' and no extension method 'NH' accepting a first argument of type 'Inventory' could be found (are you missing a using directive or an assembly reference?) c:\7DTD\SDX_0.7.1\Targets\7DaysToDie\Mods\HalSmartInventory\Scripts\InventoryExtended.cs(183,21): error CS1061: 'Inventory' does not contain a definition for 'NH' and no extension method 'NH' accepting a first argument of type 'Inventory' could be found (are you missing a using directive or an assembly reference?) c:\7DTD\SDX_0.7.1\Targets\7DaysToDie\Mods\HalSmartInventory\Scripts\InventoryExtended.cs(194,21): error CS1061: 'Inventory' does not contain a definition for 'NH' and no extension method 'NH' accepting a first argument of type 'Inventory' could be found (are you missing a using directive or an assembly reference?) ERROR: Failed to compile Mods.dll ERROR: Task Compile mod scripts failed Link to comment Share on other sites More sharing options...
HAL9000 Posted November 30, 2017 Author Share Posted November 30, 2017 Hey Hal, I'm sure you're busy but wanted to let you know that the latest version (16.3) won't compile in SDX 0.7.1 for 7dtd 16.4. I'm sure this is not unexpected but I wanted to flag it for you. BTW, I'm having a lot of fun with the Halicopter mod. It's really cool. PS- you may want to trim the recipe for the Halicopter pad because all of the ingredients don't show up in the crafting menu (the last ingredient plastics doesn't show up). Here are the errors from SDX: Hello Kosmic Kerman, I've got some time off next week so I'll probably get an update for this out for 16.4. I think the latest version of SDX is 0.7.2, won't help with this mod in 16.3 but it does have a lot of other bug fixes. Link to comment Share on other sites More sharing options...
HAL9000 Posted December 2, 2017 Author Share Posted December 2, 2017 OP updated with a link for a 16.4 compatible version Link to comment Share on other sites More sharing options...
layarion Posted December 3, 2017 Share Posted December 3, 2017 Yeah I can put an option in the next release https://7daystodie.com/forums/showthread.php?68186-Smarter-inventory&p=733544&viewfull=1#post733544 Does it have this? Link to comment Share on other sites More sharing options...
HAL9000 Posted December 7, 2017 Author Share Posted December 7, 2017 https://7daystodie.com/forums/showthread.php?68186-Smarter-inventory&p=733544&viewfull=1#post733544 Does it have this? Hello Layarion, No, the update was just compatibility with the latest release. I'll add it in when I've got some time to dig around the code again. Cheers, Hal Link to comment Share on other sites More sharing options...
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