Project Zomboid

Project Zomboid

[B42] Home Inventory Improved
70 Comments
Sam  [author] 9 hours ago 
Hi, @gloompy7, yes, it is (un)fortunately so, hence why it's the reason this mod is singleplayer-focused. If you have fun doing that, I won't be stopping you. If you don't, well, just don't mark unvisited areas. ;3
gloompy7 18 hours ago 
couldnt we just use set a area we plan to loot as our home, and just be able to see what in there
Crazy Carl 6 Oct @ 12:54pm 
Looks like an excellent mod, can't seem to get it to show up in game, dependency installed, no errors in the logs, it's just not there.
Sam  [author] 29 Sep @ 2:04am 
Hi @Rainwater23, there's a bug where if the center of the zone is occupied by a placeable object (furniture, containers, ...), the in-game path-finding will fail. Try expanding your zone to the entire room or just further away from the containers.

Meanwhile, I'll try to find a solution to it.
Rainwater23 29 Sep @ 1:11am 
Nice but my character dont walk to the item location
Golden Dragon 18 Sep @ 9:23am 
:D nice!
Sam  [author] 18 Sep @ 9:13am 
@Golden Dragon, this error has always been in the back of my mind since the rewrite began. I guess now is the time for me to fix it, whoops. TwT""
Golden Dragon 18 Sep @ 8:57am 
>However, I can make an option that would *only* shows whether you have an item or not (hide the item quantity entirely). Feel free to message me back if you feel like this (compromise) option should be added to the game.

Like it.
And optional indicator somewhere in item name, if possible.
Golden Dragon 18 Sep @ 8:56am 
>@Golden Dragon, have u tried hovering over the animal zone button (the sheep icon)? The mod includes a custom sidebar button to toggle the zone menu.

As for text misplaced on floor that isn't the ground floor, I can confirm it, and am working on a fix right now.

Tried, but never saw that button (conflict with "Trap manager" your mod create button under TM button).
Sam  [author] 18 Sep @ 7:47am 
@Threadrag, the main purpose of this mod is for the player to check if they have already collected a specific item, and to track its quantity as well, so hiding some entries when they are on a loot run far away kinda defeat that purpose. =w=""

However, I can make an option that would *only* shows whether you have an item or not (hide the item quantity entirely). Feel free to message me back if you feel like this (compromise) option should be added to the game.
Sam  [author] 18 Sep @ 7:37am 
@asuka, while that would certainly be quite convenient, the mod walks you to the center of the zone when an item is clicked, and i also recommend using HII with Smarter Storage (custom icons are used in item list) and Proximity Inventory (grab items by being near their container) to get the best experience. :D
Sam  [author] 18 Sep @ 7:28am 
@Carioca_021, I think this may be an issue with an external mod loader (steam in this case), try checking under Zomboid's Properties > Workshop and search for my mod. maybe it's disabled?
Sam  [author] 18 Sep @ 7:22am 
@Golden Dragon, have u tried hovering over the animal zone button (the sheep icon)? The mod includes a custom sidebar button to toggle the zone menu.

As for text misplaced on floor that isn't the ground floor, I can confirm it, and am working on a fix right now.
Golden Dragon 16 Sep @ 9:54am 
BUG: Zone numbers float away for zones not at ground fllor (2 floor, 3 floor, etc.)
Float to another side on underground, lol

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3569322509
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3569322389
Golden Dragon 13 Sep @ 6:39am 
nice rewrite! Can you please add button somewhere, maybe optional, I dislike keyboard shortcuts)
Carioca_021 10 Sep @ 4:00am 
@Sam
I'm having trouble finding the mod in-game. I've already installed and uninstalled it twice (closing and reopening the game). Neither this mod nor the original appears in the mod manager. I've searched from mod to mod, but nothing... What can I do?
asuka 23 Aug @ 1:04pm 
it would be cool if the items from a home inventory zone would be available when crafting while in that zone similar to how items from nearby containers are available but it's extended to the whole zone
Threadrag 31 Jul @ 10:31am 
how about a sandbox option feature that you can only display while you are in the safehouse where the crates are?
DaveFitz 25 Jul @ 12:50pm 
@Sam I'm extremely sorry, your mod is working more than perfectly, I saw your response message and I was looking for the error, but when I pressed the farming button nothing appeared either in the console or in any errorMagnifier report... So I remembered that I added other mods at the same time I added yours and was doing trial and error until I found the problem. I found it to be a mod that adds firefighter outfits. I'm really sorry, I don't deserve your forgiveness, very good mod :3 :steamhappy: :steamthumbsup:
Sam  [author] 25 Jul @ 2:53am 
Hi @HeadlyGuy and @DaveFitz, can you guys give me more technical details (errorMagnifier report, screenshots, ...) regarding these bugs? I've loaded 2 debug worlds with and without my mod, and so far, I've found no differences between the UIs, as the driving and the livestock zones worked normally in both worlds.
DaveFitz 25 Jul @ 12:33am 
Hi!! I had already seen this mod but recently I added mods to my build42. Unfortunately it seems to me that it breaks the livestock interface because since I installed the mod, it's impossible for me to make new livestock areas. It's an excellent mod... I hope someone can recommend something to solve this :3
HeadlyGuy 24 Jul @ 6:26pm 
This mod messes up the UIs for both driving and livestock. I highly recommend not using it since it will make the game impossible to play.
Crystalmancer 23 Jul @ 3:36pm 
Would it somehow be possible to add a vehicle as part of that? So you have your listed home with inventories ...and you can add say... your looting pickup. so whatever you leave in the trunk between buildings is listed?
kolpaque 22 Jul @ 5:55am 
Try adding the current room or whole building as a zone using the keybinds (open Zone Management to make it clear) and let me know if you like it :)

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3531779349
Sam  [author] 19 Jul @ 7:41pm 
Hi, @mimoozoo! The bug you mentioned should be fixed as of version 0.6.2, which is just released. Searching for a specific media should also be working, since all media's name are shown in the items list. With that, I hope you're willing to give my mod a second chance.

Thanks for the bug report!
mimoozoo 19 Jul @ 10:37am 
I had high hopes for this, it isn't working properly so far though. I'm mainly using HI to keep track of books and other media and your mod is not displaying those correctly. For VHSes and CDs it just takes the first one alphabetically (Ace Pilot and A boy from Kentucky) and shows that I have like a hundred copies of each of those two instead of properly listing everything I have with the right names and the right number. Shame, because the original mod kinda fails there too, since you can't expand the window there to read all the names fully and the search option isn't working properly either. The old one works sometimes though, namely when the name of the VHS/CD in question is short enough so I'm gonna stick with that for now.
TheMacDaddy 18 Jul @ 5:31pm 
@Sam thats a no for both questions. I tried lowering my resolution and started a new game with just the two mods to see if that was affecting anything but had no change.
Sam  [author] 18 Jul @ 11:01am 
Okay, @TheMacDaddy, I've found and fixed the first bug, though I'm still unable to replicate the hotkey bug. Would you mind answering a few more questions? Thanks for the info so far, btw.
[list]
[*] Does the Home Inventory icon show up and vanish each time you press the hotkey?
[*] Are there any errors (red box in bottom-right corner of screen) when you press the hotkey?
[/list]
TheMacDaddy 18 Jul @ 10:28am 
@Sam I play at 3840 x 2160 and the Home Inventory icon just appears/disappears once, no constant flickering when cursor is over it. My cursor has to come from the top half of the Designated Zones icon for the Home Inventory icon to stay so I can select it. I should have been more specific but I was using the numpad +, I switched to a non-numpad key like "\" and the Home Inventory panel does not appear.
Sam  [author] 18 Jul @ 8:20am 
Hello, @TheMacDaddy. Can you give me more details about this bug? Such as: your screen resolution and whether or not the icon flickered?

Also, the default hotkey to toggle the panel is the Numpad Plus (not the Plus next to the Backspace button).

Additionally, if you're on Debug Mode, try typing [code]CFN.Home.Open(getPlayer())[/code] into the lua console to force the items panel to open.

Feel free to send another comment or make a discussion if you encounter any more errors.
TheMacDaddy 18 Jul @ 5:07am 
It appears that attempting to move the cursor from the Designated Zones icon over to the Home Inventory icon to select it only works when the cursor is moving from the top most area of the Designated Zones icon to the Home Inventory icon. Otherwise the Home Inventory icon just disappears when I try to click on it. Also the default "+" key to open the panel does nothing, tried assigning a different key too. On B42 and only have starlit library and this mod enabled when testing.
Sam  [author] 17 Jul @ 9:50pm 
Hi @bingley, that was indeed an update, though since you said you preferred it, I'll remake it as an option, which you can find under the "Search Method" dropdown list. (in the next update ofc)
bingley 17 Jul @ 7:39pm 
Did something get updated? I didn't play for a couple of days, and it used to be in the context menu when you right-clicked, not this "x collected" thing. I like it a lot more than the previous, but I just wanna know if that was an update
x_Fire_Girl_x 17 Jul @ 3:39pm 
@sam hi, so the strorage units (cabinets, wardrobes, etc) are functioning as though they are there, i can see them in the inventory window, but you cannot see the storage units themselves.

My kitchen sink had some soap and washing liquid placed on top of it, but now the sink with a cabinet underneath it is missing, and the placed items are now just on the floor where the sink and cabinet used to be. I think this is my own fault to be honest, I shouldn't of loaded the game before investigating ;-;
Sam  [author] 17 Jul @ 10:47am 
Sure, @Blagden! I have just the mod for your brain called "Press numpad+ with ur finger whenever u wanna find an item." Your experience should be much more seamless now. x3
Blagden 17 Jul @ 10:40am 
Awesome mod, can you port this over to my brain so I can always find my stuff?
Sam  [author] 17 Jul @ 10:33am 
@x_Fire_Girl_x, can you tell me more about these missing textures? Such as: are they not rendered in the world or are their icons not showing up in the inventory window?

Also, does the game show any errors? (usually a red box with a counter in the bottom-right corner)
x_Fire_Girl_x 17 Jul @ 10:19am 
sorry, so turns out I'm not missing my stuff, but all the textures are missing for my storage (cabinets, wardrobes, ect). Have I messed up completely, or is there a way to get the textures back?
x_Fire_Girl_x 17 Jul @ 9:42am 
noo, i foolishly loaded up my game without this mod as it said there was a problem (turns out it's because the latest patch for this mod), and I've now lost so much stuff in my game :( i didn't back up either (which is my own fault). Does anyone know if there is anything I can do about this, or have I just messed up big time? :(
Cosmo 17 Jul @ 6:31am 
@Sam Working like a charm, ty
Cosmo 17 Jul @ 6:23am 
@Sam will try to delete and readd
Sam  [author] 17 Jul @ 6:05am 
Hello again, @Cosmo . I was able to reproduce the mentioned bug in version 0.5.0 , which looks exactly like what you'd pasted, and I'm pleased to tell you that it is currently fixed in version 0.5.1 . Please try to update the mod to the latest version.

Regardless, thanks for the bug report! :D
Cosmo 16 Jul @ 11:48pm 
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:43)
at zombie.ui.UIElement.onKeyRelease(UIElement.java:2814)
at zombie.ui.UIElement.onConsumeKeyRelease(UIElement.java:2805)
at zombie.ui.UIManager.onKeyRelease(UIManager.java:1912)
at zombie.input.GameKeyboard.update(GameKeyboard.java:56)
at zombie.GameWindow.logic(GameWindow.java:308)
at zombie.GameWindow.frameStep(GameWindow.java:916)
at zombie.GameWindow.mainThreadStep(GameWindow.java:642)
at zombie.MainThread.mainLoop(MainThread.java:76)
at java.base/java.lang.Thread.run(Unknown Source)
`
Cosmo 16 Jul @ 11:48pm 
Hey @Sam When im trying to change the button:
`function: keyPressHandler -- file: MainOptions.lua line # 4576 | Vanilla
function: onKeyRelease -- file: ISSetKeybindDialog.lua line # 112 | Vanilla
java.lang.RuntimeException: attempted index of non-table
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:100)
at se.krka.kahlua.vm.KahluaUtil.luaAssert(KahluaUtil.java:88)
at se.krka.kahlua.vm.KahluaThread.tableSet(KahluaThread.java:1704)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:579)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1820)
Sam  [author] 16 Jul @ 5:23pm 
I'm very sorry, @patohh4 , but a version for B41 is currently not planned. Though regardless, you are always welcomed to reuse the codes/assets in this mod and port it yourself or ask somebody else to do it.
Sam  [author] 16 Jul @ 5:18pm 
Hi @Cosmo . That error should be fixed in the latest version (0.5.1). If you are experiencing any other bugs, feel free to comment or make a discussion.
Cosmo 16 Jul @ 1:46pm 
Hey @Sam can u add functionality to set any button? Because me for example don't use keyboard with numeric keypad and when i try to change it its shows me an error.
Immane 16 Jul @ 8:01am 
At first: Ugh, new dependency
Then: OMG # COLLECTED TOOLTIP
patohh4 16 Jul @ 2:24am 
I have a question u have mod for 41v build