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Thank you.
For stowing both hands, I'll have to think about it. I could probably add a modifier key for that (shift or control).
A new prerelease build is up on the GitHub with the below feature for Inventory Select and a fix to moving items when they're currently constructing. Wanted to get in some testing before releasing it.
Thank you so much for this long-awaited, wonderful mod!
Is there a small bug. Is it okay if I report it here? Or should I post it on GitHub?
1) If the building hologram is active and Smart Stow is used, the item goes into inventory, but the hologram doesn't disappear, and left-clicking it produces the error [EXCEPTION] nullreferenceexception: object reference not set to an instance of an object. It's not critical, of course. But if a pipe bursts somewhere, something's on fire, and I'm running around like a headless chicken with a hologram, spamming errors... that just escalates the situation even more :D
And a huge thank you for the EnableSaveLockedSlots option!
It took me a while to find it, though :D But it pairs perfectly with Fixing The Controls!
Fixing The Controls + Inventory Tweaks = 1000000% inventory convenience!!
1. Swap result is used when the selected slot and item are compatible, but replacing it with Stow+Swap just places the held item randomly in your bags as we first have to empty your hand then bring the item to the hand. This is not intuitive.
2. HandToSlot assumes you have an empty slot selected, so using Stow there means the item *won't* go into that slot, leading to confusion on where the item went.
3. SlotToHand is already perfect as you have an empty hand and a targeted slot with item.
Let me know if the above change to Invalid and/or Merge is what you were thinking.
The Merge result could be overridden to improve the merging logic by stacking to all available slots to try and empty your hand completely, but I will have to think of the best way to implement it.
For the Smart Stow, what I mean is that F is used to get/put things into the inventory, so is it possible to make it trigger Smart Stow when I use F to put things into the inventory? So that I don't need to use two different keys (F/G) to operate the inventory. Maybe make this an option in the mod config?
About the BAT mod conflict, changing the keybind doesn't help. The BAT mod didn't register any keybind in the Control menu. I think they hardcoded it in, so maybe it's a load order issue, IDK.
For the "Previous" key modifier, I suggest using C + "Next" keybind, which is what the BAT mod uses. I think you can steal that idea.
I think the conflict can be fixed by setting the keybind for this mod in the settings to something else and letting the other mod handle next/prev. I'll consider adding a prev keybind, but not sure what a good default would be.
The locked slots work by holding Alt then pressing the keybind while hovering a slot. If the slot is empty it unlocks, if filled it locks to that type. You'll see a game message at the bottom left if it does something. I specifically didn't implement it for the scroll selection to prevent conflicts with other middle click keybinds.
2. There is a conflict on hitting "Next" function with mod "Better Advanced Tablet", the mod BAT has its own "next and previous chip" keybinds and this mod brake it. (Maybe you can add a hitting "previous " function too)
3. The lock slots doesn't seem to work, I hit the key bind (I changed it to F6) when selecting that item in a backpack, but nothing happened.
Check your BepInEx log file or the Stationeers log file for the word "Exception"? If it's there, it will be followed by a number of "at" lines below it. Post that here.
XmodsInOne has been causing this users issue.
For Inventory Window Fix: This makes the same change I make to fix the window gaps, but they do it by prefixing ToggleWindows and runs against all windows, whereas I prefix SetVisible and only modify the one window. No conflict there, just duplicatiion in effort. There could be a conflict in LoadUserInterfaceData: They prefix the method whereas I postfix it. This means that if you have the EnableRewriteOpenSlots feature enabled, that mod will start receiving StringHash values that are actually ReferenceId values, which may affect functionality in that mod.