Project Zomboid

Project Zomboid

Inventory Tetris B42 Patch
56 Comments
Sween Tuz 28 Oct @ 2:49pm 
Why is the keychain a separate item and not a container? I can't get the keys I need out of the keychain.
666 28 Oct @ 6:18am 
Hi @Malkiot, thank you for your work maintaining this mod. There is a small issue with partially eaten/drank items indicator (the line on the side). When 1/4 is eaten twice it should be half way full, currently it's showing 3/4, and when only 1 serving of 1/4 is left it's showing half.
pasha 27 Oct @ 6:05am 
need way more space in inventory cant even put a bat in my hands plz make it defolt to not dev option idk where it saves it but amazing mod man thx for that !!!!
Malkiot  [author] 23 Oct @ 6:52am 
@Mival93 Thank you for letting me know. Item transfer validation seems to be failing when transferring items to a container within a container (any bag, wearable or furniture). It works fine if the container is placed on the floor, worn or held in hand.

I will look into why this is happening.
Mival93 22 Oct @ 12:53pm 
It seems like the update today may have broke some things. I am no longer able to put items in small containers such as sewing kits, first aid kits, tool boxes, etc.

Keyrings still work though!
bomboclat 20 Oct @ 6:28pm 
how on search ?
RE4_Merchant 20 Oct @ 5:47am 
I love you.
You saved me from having to raw dog the vanilla inventory screen.
can you also make it so the default "pockets" inventory have more room?
Fried Hange 17 Oct @ 6:49am 
@Vrael thanks, but I'm not talking about the UI size. I was litterally talking about the "Main inventory size" because I can't just put a toolbox, a gasoline can, weapons, etc. in my main inventory without a backpack. But I kinda like that change—I hope I explained it clearly.
Vrael 16 Oct @ 1:19pm 
@Fried Hange if the player equipment inventory is too small you can upscale the UI in settings and it will make the slots just for player equipment larger, makes it easier to see a watch that isn't the size of a period dot.
Malkiot  [author] 16 Oct @ 4:49am 
@Crispy
You should be able to configure that via the mod's debug tools.
Crispy 15 Oct @ 5:43pm 
Would be great if wallets could fit money or ID's and such.
LambVORTEX 15 Oct @ 2:09pm 
Missing thumbnail?
Fried Hange 14 Oct @ 8:55am 
Just looked at gameplays and screenshots. It is indeed by design.
Fried Hange 14 Oct @ 8:52am 
The main inventory is so small and can only contain 1-tile items, is it by design? I forgot how it worked since my previous playthrough since it ended last weekend.
Zeep 14 Oct @ 3:23am 
Thank you for your contributions. Love from China.
-LizardR27- 13 Oct @ 4:27pm 
lo que yo y muchos necesitábamos, muchas gracias :spiffo:
TheMasterLag 13 Oct @ 3:21pm 
this is the best fix
melvinwright69 13 Oct @ 1:41pm 
how do i enable it
Malkiot  [author] 13 Oct @ 9:48am 
@talhababa40
I am playing with bandits and week one. If you have issues, let me know.
talhababa40 13 Oct @ 9:36am 
is this mod compatible with bandits mod ?
tilarium 13 Oct @ 7:13am 
Awesome! Will be nice to wear my wallets again, thank you.
Malkiot  [author] 13 Oct @ 6:59am 
@Tilarium
v1.1.1
Fixed "Wallet Fix" (tested with Rain's Wallet Fix).

Let me know if it works for other wallet fixes.
averfak 13 Oct @ 6:32am 
tarkov
tilarium 13 Oct @ 3:34am 
Hey, glad you've put out the fixes into a single mod. Curious if you could look into the continues erros with wallets when using any of the wearable wallet mods as well.
Tescosti 12 Oct @ 2:59am 
thank you king
NickFury8 11 Oct @ 10:02pm 
It's working perfectly at the moment. You also fixed the keyring. You're the best!
Kit Kat290 11 Oct @ 9:46pm 
hehe dayz
Demia 11 Oct @ 9:03pm 
Thank you,very good work <3
Vrael 11 Oct @ 6:25pm 
This update works ever better than last, I don't have to occasionally resize my looting windows to prevent cutoff. Also this version is compatible with Tetris Inventory Realistic (I've tested for a couple hours without any issue)
Malkiot  [author] 11 Oct @ 1:50pm 
Just published v1.1.0

Reworked code base.

Keyrings should now accept an unlimited amount of keys. Keys over the grid limit are placed in overflow. Keys have weight though, so don't make a blackhole.

ScrollView and Scrollbar scaling and placement should now show and work as expected.
Malkiot  [author] 11 Oct @ 7:03am 
@asuragod93
Works fine for me. [i.imgur.com] Resubscribe to update the file.

Bug reports

Use the discussion thread and complete the template. Comments with bugs will be ignored and removed.
asuragod93 11 Oct @ 6:36am 
the keyring issue are repaired?, when you cant put key in the keyrings
Malkiot  [author] 10 Oct @ 2:32am 
@Evelory
Bug reports

Use the discussion thread and complete the template. Comments with bugs will be ignored and removed.
Malkiot  [author] 10 Oct @ 1:19am 
@Sarge
Please submit a complete bug report. I am not getting this issue: imgur [imgur.com]
sarge 9 Oct @ 8:32pm 
why are the iventories so masive for me like my jacket is is huge not like before i only had lie 25 slots now i got like 400 its ridiculous
is there a way to change it back i can literally carry my entire base on me
the picture looks better but my bags like 1400 slots in 8 sections
Malkiot  [author] 9 Oct @ 6:28pm 
It should be fixed now.
Malkiot  [author] 9 Oct @ 5:15am 
@alviss_tano
I think I understand what is happening, but could you please report it in the discussion thread with the template? I'll look at it when I'm back at my PC later today.
alviss_tano 9 Oct @ 4:18am 
The previous issue I mentioned seemed to be resolved the last time I played. However, my setup is the standard one; I haven't modified anything, nor am I using "search" mode.

However, after updating the mod, there's now a bug when picking up and placing objects (curtains, TVs, anything). It must be the last thing you touched; this didn't happen to me 20 minutes ago.

The objects you mention cannot be taken from a container if they have been left behind, and others cannot be placed in one even if there is space and carrying capacity (a backpack with curtains, for example).
Malkiot  [author] 9 Oct @ 4:02am 
Last update also seems to have fixed issues with Week One mod. It was probably trying to move things into inventory repeatedly and failing.
sNk 9 Oct @ 3:27am 
Love this, will try it later. Was one of the major things missing from my Week One runs.
Frostlight Inc. 9 Oct @ 2:53am 
Thanks for the fix. I tested it again without Week One, works flawlessly. No idea why there's a conflict with that.
Malkiot  [author] 9 Oct @ 2:50am 
@Frostlight Inc.
I've just pushed a fix for the keyring issue
Frostlight Inc. 9 Oct @ 2:19am 
I don't want to report it as a bug if its a conflict. The only other mod I'm running is Week One, though. I turned on the "force vanilla capacity" option and maxed out the extra slots option (8) and that seems to have fixed the issue, mostly. I'm not sure which one of those two fixed it, I need to test it more. The only thing that continues to not work is the keyring; I can remove keys from it, but not add any.
Malkiot  [author] 9 Oct @ 12:50am 
@Frostlight Inc. bug reports go into the bug report thread. I have none of the issues you speak of, so I am assuming some kind of conflict.
Frostlight Inc. 8 Oct @ 9:35pm 
Anyone have any ideas why my inventory is just completely non-functional with this? Everything looks right, the context menu comes up, but nothing... Functions. Clicking any context button does absolutely nothing, can't move things, can't equip them, or drop them. Even my ESC key stopped working, had to Alt+F4 out of the game.
masonh presents 8 Oct @ 4:26pm 
you are awesome and this is awesome and i think everything is going to be awesome from now on :steamthumbsup:
ivmakk 8 Oct @ 4:21pm 
@Malkiot hey man, I hope you survive the endless complaints and exceptions caused by other mods that’ll inevitably be posted here. Stay strong and keep fighting to bring the workshop back to life — you’re not alone in this battle! :angrybear:
Malkiot  [author] 8 Oct @ 12:41pm 
@Vrael @ALL2 @alviss_trano
I've attempted to reproduce the issue by changing my settings but have not been able to. Could you please contact me and perhaps we can get on a call so I can reproduce and identify the issue?
Malkiot  [author] 8 Oct @ 12:25pm 
@Johnny Dollar
I can't say that I've experienced this error while playing myself. Could you please report it in the discussion thread, reproduce the error on a fresh save w/o other mods loaded and provide the save file?
Johnny Dollar 8 Oct @ 11:10am 
Callframe at: getFixes
function: createMenu -- file: ISInventoryPaneContextMenu.lua line # 959 | Vanilla
function: createMenu -- file: TetrisDevTool.lua line # 1304 | MOD: Inventory Tetris
function: openStackContextMenu -- file: ItemGridUI_events.lua line # 722 | MOD: Inventory Tetris
function: onRightMouseUp -- file: ItemGridUI_events.lua line # 164 | MOD: Inventory Tetris

This was an error with the original Tetris mod in the newest update.
Any chance you know how to fix it?
It happens with clothes that have holes in them, meaning they can't be worn anymore.
If you fix the clothes, they still can't be worn, even if it says they're not broken.