I love your mod so much that I can't live without it. Can you add a bag for roe and books? Thank you so much!! Also, do you have any plans to make expansion bags for SVE or other large mods
I'm really enjoying your mod — thank you for your amazing work. I wanted to kindly ask for your permission to translate your mod into Korean and share the translated version with Korean players. Of course, I will clearly credit you as the original creator and include a link to your original mod page. Please let me know if that's okay. Thank you again for creating such a wonderful mod :)
I am having an issue with the massive omni bag being too big when I open it with my backpack having 336 slots, the scroll bar goes away the moment I open the omni and I can now no longer access anything in it...
To follow up, this is confirmed to be from your mod. I used debug mode to identify that the menu I am seeing is in fact ItemBagMenu related it seems to ask for max inventory but never sets a scroll bar, and for whatever reason it does not work well with custombackpack and seems to use its full inventory page as opposed to a menu
This mod has never had any scrollbar support. It just retrieves your inventory size (usually 36 for unmodded files, or 48 with the Bigger Backpack mod) and tries to draw those slots in its menu. It sounds like you have way too many inventory slots so they don't fit on screen
So then could we see about adding such support? because I do not have too large an inventory, that would imply it is unwanted, it is not, it needs to be able to draw the InventoryMenu with a scrollbar or to find support for mods that also edit these files. Even the omni bag without over 5 rows is incapable of viewing the top groups of many bundle bags.
So, further curiosities, why does this just load the base InventoryMenu as opposed to having a modentry enable for further compatibility? I have patched custom backpack, mmap, this, and a couple others and still cannot relieve the screen of the rows of inventory, that work just fine when the user is not using an omni pack, when the user uses the omni pack it blows up the original inventory menu instead of sticking to the non-chest view, would you agree to help me patch this?
Discord: nemethreal EDIT: Asking for help mostly due to being locked out of my github currently to issues being able to load authy on my phone.
It does not use the game's InventoryMenu. All menus used by ItemBags are fully custom menus created from scratch, so patching StardewValley.Menus.InventoryMenu would have no effect.
I don't plan to refactor the menus to add scrollbars for such a niche use-case (why do you even need the bags if you have 336 inventory slots?). You could try hardcoding different values for the InventorySlotSize and InventoryColumns variables to try to make it fit your screen resolution. The relevant variables are here
For example, if you just wanted to modify how the inventory portion of the menu looks when an Omni Bag is opened, you could change: this.ActualCapacity = ActualCapacity.HasValue ? Math.Max(ActualCapacity.Value, Source.Count) : Source.Count; this.InventoryColumns = InventoryColumns; this.InventorySlotSize = InventorySlotSize; to something like this: this.ActualCapacity = ActualCapacity.HasValue ? Math.Max(ActualCapacity.Value, Source.Count) : Source.Count; this.InventoryColumns = InventoryColumns; this.InventorySlotSize = InventorySlotSize; if (Bag is OmniBag) { this.InventoryColumns = 36; // InventoryColumns is usually 12, so this would triple the number of columns this.InventorySlotSize = 32; // InventorySlotSize is usually 64, so this would halve the size of each slot }then it would only need 10 rows of 32px = 320px of height to draw 336 slots in the menu, rather than using (336/12)*64=1792px
Or cap the ActualCapacity to a smaller value, such as this.ActualCapacity = Math.Min(48, ActualCapacity.HasValue ? Math.Max(ActualCapacity.Value, Source.Count) : Source.Count);to limit it to only showing the first 48 inventory slots
So, seems that it is indeed something external corrupted it as I've patched this 12 different ways and still when I right click omni bag it shows a massive inventory, even though almost everything indicates I should have no more than 36 slots after the edits. I am frankly scratching my head entirely at this point, I had hoped to figure out a means to at least uninstall this mod to get my items back and then reinstall it to continue using it as had intended but am at a loss for how to do that through console... still reading up on the api.
But I do especially like the last suggestion, I will try that if this next save edit does not solve it.
Thank you so much, I can at least play it now with this, I do have an idea I am working on but at least now it is not standing in the way of it! Thanks again!
Any idea what could be firing this error? [game] An error occurred in the base update loop: DivideByZeroException: Attempted to divide by zero. at ItemBags.Menus.ItemBagMenu.receiveScrollWheelAction(Int32 direction) in C:\Users\dchec\Documents\SDV-ItemBags-master\SDV-ItemBags-master\ItemBags\Menus\ItemBagMenu.cs:line 205 at StardewValley.Game1.updateActiveMenu(GameTime gameTime) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 5103 at StardewValley.Game1._update(GameTime gameTime) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 4269 at StardewValley.Game1.Update(GameTime gameTime) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 3454 at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate) in SMAPI\Framework\SCore.cs:line 1095
Just a few more features for the ItemFilters for modded bags (that article has a changelog at the bottom) and some improvements to the generate_modded_bag command
this is my log from yesterday https://smapi.io/log/b063bf95efaf4ee19a50d20493c84345 i have it in my mods folder and worked fine until tonight. i never deleted the files, i just updated spacecore and installed some new mods, what broke?
It's content patcher. I was playing this morning, everything worked. Closed the game and updated content patcher, and the modded item bags wouldn't load. Closed the game, switched to my old install of content patcher, and all is back to working. The install it works on was 2.6.1. It was broken on 2.7.2. Not sure which update of content patcher is the culprit as there are a couple in between. It's content patcher. I was playing this morning, everything worked. Closed the game and updated content patcher, and the modded item bags wouldn't load. Closed the game, switched to my old install of content patcher, and all is back to working. The install it works on was 2.6.1. It was broken on 2.7.2. Not sure which update of content patcher is the culprit as there are a couple in between.
1180 comments
Have you considered doing a version with chests?
Can you add a bag for roe and books? Thank you so much!!
Also, do you have any plans to make expansion bags for SVE or other large mods
I wanted to kindly ask for your permission to translate your mod into Korean and share the translated version with Korean players. Of course, I will clearly credit you as the original creator and include a link to your original mod page.
Please let me know if that's okay. Thank you again for creating such a wonderful mod :)
I have patched custom backpack, mmap, this, and a couple others and still cannot relieve the screen of the rows of inventory, that work just fine when the user is not using an omni pack, when the user uses the omni pack it blows up the original inventory menu instead of sticking to the non-chest view, would you agree to help me patch this?
Discord: nemethreal
EDIT: Asking for help mostly due to being locked out of my github currently to issues being able to load authy on my phone.
I don't plan to refactor the menus to add scrollbars for such a niche use-case (why do you even need the bags if you have 336 inventory slots?). You could try hardcoding different values for the InventorySlotSize and InventoryColumns variables to try to make it fit your screen resolution. The relevant variables are here
For example, if you just wanted to modify how the inventory portion of the menu looks when an Omni Bag is opened, you could change:
this.ActualCapacity = ActualCapacity.HasValue ? Math.Max(ActualCapacity.Value, Source.Count) : Source.Count;
this.InventoryColumns = InventoryColumns;
this.InventorySlotSize = InventorySlotSize;
to something like this:
this.ActualCapacity = ActualCapacity.HasValue ? Math.Max(ActualCapacity.Value, Source.Count) : Source.Count;
then it would only need 10 rows of 32px = 320px of height to draw 336 slots in the menu, rather than using (336/12)*64=1792pxthis.InventoryColumns = InventoryColumns;
this.InventorySlotSize = InventorySlotSize;
if (Bag is OmniBag)
{
this.InventoryColumns = 36; // InventoryColumns is usually 12, so this would triple the number of columns
this.InventorySlotSize = 32; // InventorySlotSize is usually 64, so this would halve the size of each slot
}
Or cap the ActualCapacity to a smaller value, such as
this.ActualCapacity = Math.Min(48, ActualCapacity.HasValue ? Math.Max(ActualCapacity.Value, Source.Count) : Source.Count);
to limit it to only showing the first 48 inventory slotsBut I do especially like the last suggestion, I will try that if this next save edit does not solve it.
[game] An error occurred in the base update loop: DivideByZeroException: Attempted to divide by zero.
at ItemBags.Menus.ItemBagMenu.receiveScrollWheelAction(Int32 direction) in C:\Users\dchec\Documents\SDV-ItemBags-master\SDV-ItemBags-master\ItemBags\Menus\ItemBagMenu.cs:line 205
at StardewValley.Game1.updateActiveMenu(GameTime gameTime) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 5103
at StardewValley.Game1._update(GameTime gameTime) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 4269
at StardewValley.Game1.Update(GameTime gameTime) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 3454
at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate) in SMAPI\Framework\SCore.cs:line 1095
i have a hunch that the spacecore update may be the cause
this is my log from tonight
https://smapi.io/log/ec54b9c493774232bc7fd32767e90e1f
this is my log from yesterday
https://smapi.io/log/b063bf95efaf4ee19a50d20493c84345
i have it in my mods folder and worked fine until tonight. i never deleted the files, i just updated spacecore and installed some new mods, what broke?
i installed/updated these tonight
SpaceCore
Lookup Anything
Generic Mod Config Menu
Abigail and Juliet Prank the JojaMart
Leilani (NPC for Ridgeside Village)
(CP) Seasonal Vanilla UI
Content Patcher
Chests Anywhere
Central Station
Automate
Advanced Melee Framework
Flower Dancing - A Flower Dance Mod
NPC Map Locations
Cape Stardew
Kimberlite ItemExtensions
Remapping - Minimap Project