tModLoader

tModLoader

Magic Storage
5,030 Comments
PIROG 53 minutes ago 
полезнее этого, я в террарии ничего не найду
TABIBITO 1 hour ago 
Hi, i'm having issues on multiplayer where my friends cannot craft anything and access the storage heart. How do i fix this?
Jake 4 Sep @ 11:18am 
Perfect, thanks. Loving the mod.
absoluteAquarian  [author] 3 Sep @ 8:11pm 
@Jake
The option is checked whenever an Automaton is trying to spawn into empty housing (since the API function used only runs then afaik).
Killing the Automaton and having that option disabled should prevent it from respawning.
Jake 3 Sep @ 8:01pm 
I cannot get rid of the automaton. I've disabled the option for it to move into rooms, and still every time I kick it out of one, it moves into another.
مmR_GaMeR_meowﷺ 3 Sep @ 5:24am 
мы решили проблему с крафтом отключив мод (Project tRU) может вам тоже поможет.
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we solved the problem with crafting by disabling the mod (Project tRU) may help you too.
Concrete Nerd 1 Sep @ 1:24pm 
also experiencing multiplayer crafting bug
Endric 1 Sep @ 6:10am 
Multiplayer bug where anyone but host cant craft anything
absoluteAquarian  [author] 31 Aug @ 11:39am 
@Trackballz
The recipe issues are being investigated, but I haven’t had much free time to look into it in depth yet.
Trackballz 31 Aug @ 11:33am 
The recepies keep dissapearing and I have to remove and place the station (literally every station) for them to show up again.
Nebula Nebbinson 31 Aug @ 11:12am 
Peak addon, historical
absoluteAquarian  [author] 30 Aug @ 11:24am 
@rengshu
Discover the Aether (aka Shimmer) biome, then check the help tips from the Automaton.
renghsu 30 Aug @ 1:34am 
can you craft aether interface or not, if so how?
absoluteAquarian  [author] 29 Aug @ 12:34pm 
@Epsilon
You can prevent the Automaton from moving into housing by disabling the option in the Magic Storage Server Config.
Epsilon 28 Aug @ 10:28pm 
Please replace the automaton with a manual or something im tired of that tin-skinned oil-guzzling wire-backed CLANKER taking my homes that i wanted other npcs to move into
Seaely 27 Aug @ 4:53pm 
many recipes not showing up
Srayp09 27 Aug @ 4:09pm 
when i click help on auto npc, it says ur not admin and when i write the /mesrqop thing it says "entter the key bla bla" i dont find any source on anywhere, can u help me
mokricia 25 Aug @ 12:56pm 
The recepies keep dissapearing and I have to remove and place the station (literally every station) for them to show up again. After closing magic storage (or changing filters) and opening again, it happens again. Please fix :winter2019sadyul:
absoluteAquarian  [author] 25 Aug @ 12:44am 
@Abraquavius
tModLoader remembers the data mods put in worlds and players even when the mods aren't loaded, so you can safely disable mods without worrying about data being lost.
Abraquavius 24 Aug @ 9:42pm 
my game keeps crashing so i want to disable mods one by one. if i disable magic storage will i lose all my stuff?
Lucatiel 24 Aug @ 2:10pm 
@absoluteAquarian sorry to bother you, but the bug keeps happening at random. Whenever I use the filters or search, the recipes disappear. The only fix is to relaunch the game.
absoluteAquarian  [author] 24 Aug @ 7:15am 
@flamedance58
Yes, although you have to enable favoriting items/recipes in the Magic Storage Config first.
IIRC you favorite them like how you would items in your main inventory.
flamedance58 24 Aug @ 12:37am 
I don't remember but is there a way to Favorite recipes in the Crafting Interface? It'd be neat to be able to tag certain recipes as favs so you could switch to a Favorites Tag.
CatWith0Lives 23 Aug @ 4:14pm 
O_O
i uh, am not smart enough to understand like, half of that XD
absoluteAquarian  [author] 23 Aug @ 10:42am 
@CatWith0Lives
Every ModTileEntity that Magic Storage has inherits from "TEStorageComponent", which has a "TEStorageHeart GetHeart()" method. You'll have to find and detect the tile entities (they're always on the top-leftmost subtile within the multitile).
TEStorageHeart has methods intended for client-side actions (TryDeposit and TryWithdraw) and server-side actions (Deposit and Withdraw). There's also other methods, e.g. HasItem for checking if an item exists in the storage system.
CatWith0Lives 23 Aug @ 9:55am 
Is there a way to both detect actual chest contents within the system, as well as put said contents into the system? Im basically trying to automate fishing with a QoT item called the Fishing Machine, but it will only deposit to chests, but it wont detect the storage system as a well, storage.
Lucatiel 22 Aug @ 10:28am 
@absoluteAquarian thanks, but it seems to have fixed itself. I reopened the game today and the issue was gone. Maybe it needed a full restart (completely closing it).
absoluteAquarian  [author] 21 Aug @ 11:49am 
@Lucatiel
I’ve been looking into the filter issues, but I haven’t found a definite cause yet.
Lucatiel 21 Aug @ 8:36am 
I've got a bug where I can't craft any items with the bench or anvil. I have to remove and add them for the recipes to show. If I close the windows and open the crafting storage again, I have to do it all over, every time.
H 20 Aug @ 12:16pm 
@absoluteAquarian
It helps, it sure does, thank you.
absoluteAquarian  [author] 20 Aug @ 10:13am 
@H
Ah, I see. That makes more sense. If it helps, the “Show all possible ingredients” control in the Crafting UI (when recursion crafting is enabled) will put every ingredient that could be used in every recipe that the recipe’s recursion tree checks in the Stored Ingredients list.
absoluteAquarian  [author] 20 Aug @ 10:11am 
@Thd
The current logic resets parts of the UI when opening it, and that control just happens to be one of them.
H 20 Aug @ 6:19am 
@absoluteAquarian
Sorry I couldn't make it clearer, english is not my native language.
What I mean on the "list" thing is, like, a "shopping list" of needed ingredients to craft a specific item (Not about crafting stations or who drops what, just a item list), I know you can see what items and how much of each there is on the crafting station, but what I mean is just a list that when you get out of the crafting station you can see what ingredients you need are on your inventory or storage units, and which are needed, the thing would be to "track" a item, and when you close the storage units and go on with your adventure you can see what items you have either on the storage unir or your inventory, and which are left to get.

This is a non-issue, more so on more vanilla setups, but in specific cases (For example the "Soul of eternity" from Fargo's) it can be nice to have.

Also, again I didn't see a option that was already there (The sell duplicates thing).
Thd 20 Aug @ 2:49am 
Hi, I have a new issue about using recursion in recipes, for some reason the "show all possible ingredients" disable itself as soon as I exit the UI, anybody knows why ? This only happens since the last TModloader update.
Snowlock16 19 Aug @ 5:57pm 
lol yeah but you need to be interacting with the system to have all that - im pretty sure H was asking about having it so that its on screen when running around the world ie pin a recipe and then see on your screen as youre exploring what you have left to get etc
absoluteAquarian  [author] 19 Aug @ 5:41pm 
@Snowlock16
The Crafting UI already does that.

If an ingredient is available, its background is blue.
If it isn’t available but can be crafted, its background is green.
if it isn’t available and can’t be crafted, its background is red.

Furthermore, you can click on an ingredient to go to its first (available) recipe.
Snowlock16 19 Aug @ 5:12pm 
absolute:

I think H is talking about having a tab/window/pinned list on screen (when not interacting with storage) tracking a recipe, showing what you need and what you have in storage already - sorta like boss checklist etc
absoluteAquarian  [author] 19 Aug @ 3:48pm 
@H
The "Required Objects" list for an item's recipe should mention both crafting stations and other "special conditions", like the "Near water" condition for crafting Bottled Water.

As for the unit locking suggestion, the Sell Duplicates controls in the Controls tab of the Storage UI is the intended way to free up space from duplicated cosmetics, weapons, et cetera.
H 19 Aug @ 1:39am 
@absoluteAquarian
Oh, obviously I didn't see that option, my bad, sorry.

About the recipe browser thing: What I meant was for a component list outside the storage unit that's just visual, to track what components you need and what you have for a specific item taking into consideration the storage unit and inventory items.


It would also be nice if one could "lock" an item on the storage unit, since I have things like weapons that I don't want to store more of. What I mean is to lock an item in the storage unit so it does not accept more of that item;
this would be useful to prevent things like costumes, weapons, and armor from piling up.


I think these are non-issues for most people, and it might even be already in the mod but I didn't see the option, which is common for me.
I just had these ideas that might be of use.

P.S. Truly awesome work on this mod, it's a must-have.
absoluteAquarian  [author] 18 Aug @ 12:49pm 
@H
Magic Storage has a built-in recursion crafting system which does what you described. Check the Recipe recursion depth option in the Magic Storage Config for more information.
As for the thing regarding Recipe Browser, I'm not sure what you mean.
H 17 Aug @ 2:01am 
This mod with a quick crafting (example: craft the ankh shield with just the bare components) and some notes system like that of recipe browser, would be awesome, it already is, but it would be awesome+
absoluteAquarian  [author] 16 Aug @ 1:18am 
@MasterNeptune
There's been some issues with the filters not working properly, but I haven't had time to look into it yet.
MasterNeptune 15 Aug @ 9:36pm 
Me and my friend are running a server and he can't access placeables. I tried moving the storage heart and the crafting interface but nothing. Any tips would be awesome.
absoluteAquarian  [author] 15 Aug @ 7:53pm 
@Tyros
Adding a storage component for interfacing with shops might be feasible, but I'm not certain.
Reforging would be feasible, however I'm not sure that it's something that fits with the mod.
As for the search conditions, mining power is listed as part of the tooltip, so you could use the #tooltip feature in the search bars to search for it and check the items manually.
Tyros 15 Aug @ 7:51pm 
the bugs are that the Unresearched filter in the Crafting Interface resets after crafting an item (sort of? it feels like it looks for related items), and that the top bar filters aren't "correct." If i look for the Night's Edge or Volcano in the Materials list, even showing all items (regardless of crafting availability), it just doesn't pop up. If i look in Weapons or Melee Weapons, it does pop up.

i had to split this into two comments AND remove some commentary because of the 1000 character limit lol
Tyros 15 Aug @ 7:46pm 
Three suggestions, and also a few bugs i noticed. Would it be possible (or, more likely, feasible/worth the time) to add either a shop interface or a reforge interface to the MS system? Shopping (especially in Journey/Modded, where there's a million items in every shop and you're buying them all) can be a hassle, and so can reforging things like accessories, so having either one of those would be great. Maybe modded NPC compatibility could be done by adding their items to the Shop Interface by checking for their spawn conditions to be met? Being able to add more search conditions (like -"statue" or </>[stat] (maybe something like "miningpower>50" to show only tools that have a mining power of over 50%, or 50<miningpower<200 for 50% to 200% pickaxes?))
absoluteAquarian  [author] 15 Aug @ 2:03pm 
@cow
There is currently no feature for mass-sacrificing items in storage
cow 15 Aug @ 10:12am 
hello I've been having problem becouse on journey mode I had tons of stuff I could duplicate but I had to do it manually do this mod have mechanic to duplicate all the items in magic storage or this mod lack of this option ?:steamthumbsup:
Azimuth 14 Aug @ 7:46pm 
@absoluteAquarian did it on a completely new world as well
absoluteAquarian  [author] 13 Aug @ 4:30pm 
@tatachij12
absoluteAquarian Utilities v1.0.6.2 was publicly released to the workshop on August 3rd at 20:39 UTC-6
If Steam isn't automatically installing that version, read the instructions for forcing mods to update in the document in the pinned Bugs/FAQ discussion.