Elin
ResidentsExcludedSharedContainers
62 Comments
NPOu  [author] 4 Mar @ 4:42am 
@Zuleyus
I can try to look into that over the next week/weekend.
Zuleyus 2 Mar @ 8:37pm 
@NPOu
Regarding
> I understand some people might want residents to eat some food from select containers so I can work on a different method to accomplish this if requested.

I realize nobody actually requested it yet, but I'd very much like to see that included. :D
NPOu  [author] 15 Feb @ 4:09am 
Just to note what was commented on https://gtm.steamproxy.vip/workshop/filedetails/discussion/3389898370/592889031515208646/ :
Currently residents (or pets) will scan for food independently of the filters set in this mod, this is due to the game introducing a new method for them to search for food.
Note that for pets they'll scan the shared containers you're carrying more frequently so it's less likely for them to take food from placed containers if you're already carrying food for them to eat.
Currently the solution to stop all resident (or pet) from taking food from containers is to use NoResidentSharedFood https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3389359940 , which will make them only eat food they generate automatically or you place in their inventory.
I understand some people might want residents to eat some food from select containers so I can work on a different method to accomplish this if requested.
NPOu  [author] 14 Feb @ 4:59pm 
And unfortunately the names of the variables are not great at this point because of the extended functionality of the filter but are needed for compatibility and it's complicated to properly describe tbe entire thing in some short sentences.
NPOu  [author] 14 Feb @ 4:58pm 
@Zuleyus
"ExcludePetsFromContainer=true" is just telling the pets to use the output of the "ContainerNamesToExclude", be it an inclusion or exclusion filter.
Then "SpecificExclusions" works with that result to do another inclusion or exclusion filter on top. Generally if you're going for something more specific like tou want it's better to keep them separate even if you have to write the container names on both filter (or use the partial matching to save you some trouble). For example, I can't know if you want to follow the current logic or if you want to do what you intended without adding more settings, and while not necessarily that big of deal on the code it adds more complexity to using the mod. Ideally the filtering system could be a bit more versatile too but maybe for another time...
Zuleyus 14 Feb @ 1:37pm 
@NPOu
The intent was to have a hierarchy of access, not separately exclusive ones. Many boxes in the base, residents can take from some of them, pets can take from the same ones plus some reserved for them specifically, rest is for my personal use. The way your logic flows doesn't seem to do that just from using ExcludePetsFromContainer=true.

That being said, I can get it to do what I want by putting
ContainerNamesToExclude=ForResidents
SpecificExclusions=all-ForPets|all-ForResidents
, as in replicating the residents filter for the pets. Not as elegant, and not what the descriptions for the bools seem to suggest, but functional.

Thanks again for your suite of mods, they really make the game so much more enjoyable!
NPOu  [author] 14 Feb @ 5:01am 
@Zuleyus
If
ExcludePetsFromContainer=true
Then they follow the residents' filter and then apply their own on top, disable that and it should be fine for you.
Zuleyus 13 Feb @ 2:13pm 
@NPOu
Thanks for the partial matching, way easier now to check if my filters are working. Which in turn showed me that the pet specific filters for placed containers aren't working while resident exclusions are inverted.

General setup I'm going for:

ContainerNamesToExclude=ForResidents
InvertExclusions=true
PartialMatching=true

SpecificExclusions=ForPets
ExcludePetsFromContainer=true
InvertExclusionsPets=true // or false, doesn't make a difference to the debug output
PartialMatchingPets=true

I've tried all permutations of the bools I could think of, but the most I can see my party pets say they can access in the debug output are my ForResidents boxes.

On a side note, might be helpful to add a distinction to the debug output for placed vs carried containers.
Question 13 Feb @ 6:38am 
It was a blessed corgon burger taken from container_magic, not a randomly generated food item. Im going to testthe mod you linked next and see if it works.
NPOu  [author] 13 Feb @ 6:32am 
@Question
Having food can be normal because they could generate it and not eat right away.
When taking food from the container they always take until they have 2 food in stock in their inventory and this happens every 1-2 hours of in-game time.
Question 13 Feb @ 6:16am 
It doesnt happen if i use a private container. I just did more testing and saw Caravan Master Nino (recruited him as a resident) with the food item in his inventory. But your debug mode says nobody has access to container_magic...
NPOu  [author] 12 Feb @ 9:56pm 
@Question
I'll try to review the game's code in the next couple of days but there really shouldn't be any situation where food is taken. Does it still happen if you unshare the container?
You can also try NoResidentSharedFood https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3389359940 although it should be completely unnecessary if they are being filtered from accessing the food.
Only other thing I can think about is some other mod having a custom method to make residents access containers.
Question 12 Feb @ 1:02pm 
This is a 100 slot storage container placed in my base btw. I tried using debug mode but it just flooded the log with a lot of messages saying that my residents could only access a few containers...but none of them were container_magic.

On your end, if you put any food items into container_magic and exclude it in the config file, does it still get removed by someone after a while?
NPOu  [author] 12 Feb @ 12:32pm 
@Zuleyus
Added an option for that.
Zuleyus 11 Feb @ 4:22pm 
@NPOu
Thanks. Any chance of including a toggle to match substrings? Doubt it would meaningfully add to the performance hit.
NPOu  [author] 11 Feb @ 12:27pm 
@Zuleyus
Full names/types are matched.

@Question
I just pushed out an update that adds a debug option which will write to the main text box widget what each character can access.
Just note that pets have 2 routines, one to access containers that are placed and another to access containers you're carrying so they might show different containers available (and the one to access your carried containers runs more often).
Residents should only access placed containers though.
Question 11 Feb @ 8:53am 
[#Residents]

## Name or type of the containers that should exclude residents from taking items out of them, can have multiple names separated by |, not case sensitive.
# Setting type: String
# Default value: NoResidents|_container_magic
ContainerNamesToExclude = NoResidents|container_magic|chest8|chest7|chest6|chest5|chest4|Sales

With container_magic being the internal ID used for the 100 slot chest. I was able to use the console to spawn it so i am certain that ID is correct. But food keeps being removed from my shared containers by someone. What am i missing?
Question 11 Feb @ 8:53am 
I did more testing and i still see someone...probably residents...taking items out of shared containers. Most notably food.

Im trying to exclude the special 100 slot storage chest, so i have this in the config file :

[#Exclusions]

ContainerNamesToExclude = NoResidents|container_magic|chest8|chest7|chest6|chest5|chest4|Sales|

InvertExclusions = false

SpecificExclusions = Farris-NoFarrisContainer|Kitten-NoKittenContainer

ExcludePetsFromContainer = true
Zuleyus 11 Feb @ 8:33am 
Thank you for this great mod and the others in the same context, they add so much QoL to the game. Can't wait for the devs to implement functionality like this in the vanilla game.

Question regarding container naming: do the filter rules apply to the full name only, or do they check for substrings? The latter could mean more unintended results with careless rules creation, but it would allow for more warehouse setup flexibility. E.g. a box "Weapons" right next to a box "Weapons ForPets", right next to a box "Weapons ForResidents" (using the rule inversion toggles).

Dream feature: ingame menus for the functionality. Defining rules is fine for us technically minded people, but simple checkboxes will probably be more accessible in the long run. No idea how much work is involved in creating UI though, and I fully sympathize with avoiding it like the plague.
Question 4 Feb @ 3:34am 
Thanks, i think its working now.
虛無_鬼王 2 Feb @ 6:14pm 
有好多我不知道的用法! 謝謝作者更新簡介!
'JJ 2 Feb @ 5:18pm 
great
Karmapowered 2 Feb @ 2:34pm 
I have yet to test the update, but I wanted to send you a small token of my gratitude through Steam (points) for your continued generosity in sharing all your mods with the community.
NPOu  [author] 2 Feb @ 12:19pm 
@Karmapowered
I have added whitelisting for the pet filter and some pratical examples on how to mix things together.
NPOu  [author] 1 Feb @ 4:40am 
@Karmapowered
In terms of container names, you don't specifically need to name them something with "pets" in it to apply to pets, for the little girls you can create a filter for each one like the example I mentioned, for example, a little girl called "Samany" can be excluded from a container with a "Samany-Something" in which "Samany" is excluded from using the container called "Something" in the current mod version.
Karmapowered 1 Feb @ 12:43am 
About materials, I agree with you. Since it's so subjective and pretty much a game design decision, I think that's something the base game should handle preferably to a mod.

I understand what Noa is trying to do, introducing some noise here and there to keep the player attentive during the auto-equipment routine, but there are cases which just don't make any sense.

I've seen pets preferring to equip a (1,1) bone armor with crap feats ("Eat rotten food") and no resistances over fire/acid proofed obsidian/silver equivalents with higher DV/PV.

This objectively is obnoxious behaviour of the game and shouldn't happen (and should be fixed, since there's nothing players can do about, except to turn the whole routine off).
Karmapowered 1 Feb @ 12:37am 
@NPOu
Thank you for the clarification about pets.

About shared containers, to be perfectly honest with you, with the notable exception of residents (and hopefully soon pets), I haven't been able to find a use case where I'd want to exclude one particular pet from a container. I realize that may be only valid for my game and how I play it, other players might disagree with me.

Instead of blacklists, whitelists would be exceptionally useful to me. To give you a better idea of what I had in mind is the following :

- containers "Pets-Guns" (or bows, or PoleArms) -> content exclusive to pets trained in that weapon
etc.
- containers "NoResidents" -> everything else (armors) shared in priority with my pets
- containers "NoPets" -> hand me downs shared with residents who mostly won't fight in dungeons

Since I recruited two "little girls", I hope it will be possible to differentiate them.

I'm definitely looking forward and grateful to what you can come up with.
NPOu  [author] 31 Jan @ 1:00pm 
@Karmapowered
Pets are everyone currently in your party, yes.

As for what you want to do, yes, right now the method would be to have a container called "something", add "something" to the main filter so residents cannot take from it, have pets not respect the filter so they can take from it and then add a filter for specific pets so they don't take from "something", but indeed you need to set every party member...
I guess this would only work with having an option to invert the pet filter as well, I'll try to look into that tomorrow then.

As for prioritizing equipment... I'd say that's an entirely different mod to rewrite the logic of equipment priority.
Karmapowered 31 Jan @ 2:20am 
Oh and "NoPets" shared containers would be very useful to have as well, since some materials are over-priced by the game compared to their real value.

For example, "bone" compared to "obsidian".

Yes, I know about "Don't use shared equipment", but it breaks my heart to watch the reaction of my companions (they even hug me when I switch it back ^.^).

In any case, thank you for your consideration and reading your user feedback.
Karmapowered 31 Jan @ 1:03am 
(2/2)

Your mod would be very useful to me if I could invert your sharing logic for some containers. I would like some of my party members to keep their current weapons, for example, because they're now trained in it.

Would it be possible to reserve access to some shared containers to specific team members ? For example :

FarrisLoytelContainer -> access is exclusively granted to Farris and Loytel

I don't want there to be too much scripting overhead during the auto-equipping routine, so I'm not sure if that's the optimal way to go about it. Maybe your exclusion logic would work better ?

The inconvenience here is that I don't know how I could set it up for everyone else than Farris & Loytel ? For example :

NoKettleContainer -> works but only if the team = Farris, Loytel, Kettle, not if there are other team members.
Karmapowered 31 Jan @ 12:50am 
(1/2)

I have a question please (and a suggestion/request in message 2/2).

Am I correct in assuming that for you "pets" = everyone currently joined as team member ?

My goal is to set up shared chests that only team members have access to, so that they get access to the best gear first and can automatically equip themselves. Once team members are properly set up, I'd move the remainder to other shared chests, which other "residents" (non-team members) then could use to equip themselves.
NPOu  [author] 30 Jan @ 11:36am 
@Question
I have added support for the name of the container and not just the ID, this will be the name on the column F on the spreadsheet and might not be the same as the name you see in-game due to the game formatting the name in different ways... (Or different languages, which will use other spreadsheets... honestly not 100% sure how it works for different languages.)
I'd still recommend the ID, in your case your "★Storage Chest" has the ID "container_magic" but "storage chest" will also work now.
虛無_鬼王 30 Jan @ 8:27am 
很抱歉剛剛沒有同步進行測試
我這邊確認以下設定是可以正常運行的:
ContainerNamesToExclude = NoResidents|★Storage Chest|Storage Chest|Sturdy Box|Wooden Box|Sales
InvertExclusions = false
ExcludePetsFromContainer = true
Question 30 Jan @ 8:05am 
This is what it currently says : ContainerNamesToExclude = NoResidents|★Storage Chest|Storage Chest|Sturdy Box|Wooden Box|Sales
虛無_鬼王 30 Jan @ 7:43am 
我這邊測試沒問題,不過,如果不使用[Mod Config GUI],設定就無法支援熱轉換喔
ContainerNamesToExclude = |Sales ?
ContainerNamesToExclude = Sales ?
Question 30 Jan @ 7:19am 
I just tested it on nightly again, this time i renamed a sturdy box to "Sales" and used "|Sales" in the mod's config file to exclude it. But it doesnt work and residents keep taking stuff out of that container.
NPOu  [author] 30 Jan @ 7:19am 
@虛無_鬼王
Thanks for the support. 🙂
虛無_鬼王 30 Jan @ 3:25am 
原來如此,其實我也不太確定哪種方式比較好,這類功能的需求,還是交給實際在使用的玩家來決定比較合適,這樣一來需要改進的地方也能更清楚

真的很感謝作者願意創建這一系列的mod,讓遊戲變得更好玩了,真的超感謝>u<!
NPOu  [author] 30 Jan @ 3:12am 
@虛無_鬼王
Pet filter is different yes, I feel like it might make it a bit complicated to understand when using if all the settings are mixed, maybe it's better to keep it simple so people don't get confused... but if someone think it's useful I can try it.
虛無_鬼王 29 Jan @ 6:22pm 
剛剛全部測試了一遍,所有功能都正常運行!
看來特定寵物的功能不適用於白名單,如果這是設計上的考量,那就沒問題了!

謝謝作者願意更新這些功能! 這個mod現在變得更好用了! ID指定和白名單都非常方便>u<!
虛無_鬼王 29 Jan @ 5:23pm 
謝謝作者! 我立刻試試看!
NPOu  [author] 29 Jan @ 2:25pm 
@Question
@虛無_鬼王
I have added support for filtering by container ID. The container IDs can be found on the spreadsheet in the description. Note that if you're filtering by ID, you're filtering all containers of that type.
Additionally I added an option to invert the logic so you can whitelist things instead of blacklist them.
NPOu  [author] 29 Jan @ 12:13pm 
@虛無_鬼王
I understand. I'll add an option to invert the filter so instead of excluding containers, it only includes containers for residents to take from.
虛無_鬼王 29 Jan @ 10:29am 
如果這部分實現起來很難,請不要勉強! 要是因此花太多時間,影響到作者原本的計畫,那就不好了!
虛無_鬼王 29 Jan @ 5:18am 
[白名單]所有公共容器都禁止取出物品,除了我標記的名稱以外
因為實際上,用來分配物品給居民的箱子通常只會有一兩個,而讓他們存放物品的箱子卻很多
所以才希望能有一個白名單模式,這樣就不用輸入很多名稱了
NPOu  [author] 29 Jan @ 4:31am 
@虛無_鬼王
What do you mean by whitelist?
虛無_鬼王 28 Jan @ 5:48pm 
作者你好,雖然問題還沒完全解決就提出新問題有些失禮,但如果可以的話,我想請問是否能添加白名單模式?(僅適用於家園)
NPOu  [author] 28 Jan @ 10:42am 
@Question
Right now it strictly applies to given names. I need to see what's the best option for unique containers.
虛無_鬼王 28 Jan @ 8:42am 
謝謝作者願意嘗試修復!