The selling prices for these are very much gamebreaking - an early spring jaunt into the mines can earn thousands and thousands of gold. It would be better to make their sell prices all 1 gold IMO.
This is me being picky, but could I request a feature? Item filters that work off the display name, instead of the IDs or internal name? I'm trying to build bags for, for example, all fruit. In general that works great, but with a lot of mods, they're off the screen and so small it's hard to tell what's going on. With the ability to filter by display name though (such as "starts with ABCDEFGHIJKLM" for example, with a bunch of OR clauses) I could break up the bags into smaller, logical chunks.
I'm trying to think of a better way to break down categories of items with potentially like 100 or more items. Name is an obvious choice, but I wonder if there's another, better way. Hmm...
As far as I know, the InternalName is almost always the same as the English DisplayName so I'm not sure what else you could do with the DisplayName that wouldn't already be doable with InternalName, unless you're working with other languages.
Maybe I could add something like a "ItemFiltersMaxResults" setting. Then, for example, if there were 200 fruit items and you wanted to split that up into 2 bags, the bags could each set maxresults=100. Then there could be a setting like "ItemFiltersOffset" that tells it how many matches to skip before accepting results (sort of like a pagination setting) so the 1st bag would skip 0, 2nd bag skips first 100
I like the idea, ya. That would also dynamically adapt for users with any number of mods. Got 500 fruit? Now youve got 5 different bags to hold 'em all. Only have 30 fruit. One bag and you're good to go. Not sure how hard that would be on your end to implement though.
Alternatively, if there was a way to make the items-in-bags-UI scrollable, I think that would alleviate the issue altogether. As a software engineer whose worked on scrollable regions in the past, though, I know how much of a pain in the butt that might be. I don't recall - does Item Bags use StardewUI or another UI framework to build the bag UIs, or did you do all of that by hand?
(I have a mod - my most popular in fact - that changes the display name for certain items that are duplicated between mods. I think Cornucopia does some of this too. Like 2 mods add "Rye" so they're renamed "Ferngill Rye" and "Gem Isles Rye" or something, to differentiate. It's only the display names that are changed, though, not the internal names, as to not mess up any non-display logic.)
Okay, in that case a DisplayName filtering is different from InternalName filtering. I can add DisplayName filters
ItemBags doesn't use any UI frameworks. It's the ugliest down-and-dirty direct drawing anyone's ever seen. Would need a full rewrite to implement scrolling so that's never happening lol
I guess there are a few issues with pagination settings: 1. The user would have to install the correct number of paginated bags to see all their modded items. EX: If a user has 300 fruits, they'd need to know to use 3 'fruit bags' that each show 100 items or whatever 2. The result set would vary based on the order that the game items are enumerated in. I'm not 100% sure how the game orders the items in its Game1.objectData lists, but I'd imagine the ordering could change if you change your modlist, which would then result in bags now being able to store different items. Not necessarily a deal breaker since ItemBags does have failsafe logic that will attempt to remove items from a bag you just opened if the bag isn't supposed to be able to store it. But it could still be a nuisance if all your fruits got shuffled around and you had to move them to the correct bag each time your modlist changes Still, it's better than nothing for a pretty simple filtering logic
Hi! LOVE the mod! I was wondering if you'd ever consider adding support for the prismatic quality mod so they can be stored as well? :) Thanks again for such an amazing mod!
Android version.Everytime I try to load the saving data from menu.All the bags disapper, turning into swords.And all the things in the bags were losed.
Android version.Everytime I try to load the saving data from menu.All the bags disapper, turning into swords.And all the things in the bags were losed.
How do you turned on autofill manually? I'm using android, the hand icon doesn't show up. Edit: i found it, but there is no larger backpack at the shop idk why
Just finished reading the Item Filters article. That's such a HUGE feature for people who make item bags. I can't believe something of that complex of a scale is even possible. Thank you so much for your hard work!
Hey, Anyone got advice for making a category bag for artifacts? After a ton of searching, lookup Anything says the category ID for artifacts is 0, but I get errors trying to use that. Anyone got tips for making an artifact bag?
Hi! Is it possible to create a modded bag that takes items from multiple mods using only the Item Categories? Or is this only possible by directly specifying which items go into the bag?
EDIT: okay so I just gave making a modded bag a try and apparently it adds every single item in the game (+ mods) from a specific category? I thought it was limited to the mod's items.
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I'm trying to think of a better way to break down categories of items with potentially like 100 or more items. Name is an obvious choice, but I wonder if there's another, better way. Hmm...
Maybe I could add something like a "ItemFiltersMaxResults" setting. Then, for example, if there were 200 fruit items and you wanted to split that up into 2 bags, the bags could each set maxresults=100. Then there could be a setting like "ItemFiltersOffset" that tells it how many matches to skip before accepting results (sort of like a pagination setting) so the 1st bag would skip 0, 2nd bag skips first 100
Alternatively, if there was a way to make the items-in-bags-UI scrollable, I think that would alleviate the issue altogether. As a software engineer whose worked on scrollable regions in the past, though, I know how much of a pain in the butt that might be. I don't recall - does Item Bags use StardewUI or another UI framework to build the bag UIs, or did you do all of that by hand?
(I have a mod - my most popular in fact - that changes the display name for certain items that are duplicated between mods. I think Cornucopia does some of this too. Like 2 mods add "Rye" so they're renamed "Ferngill Rye" and "Gem Isles Rye" or something, to differentiate. It's only the display names that are changed, though, not the internal names, as to not mess up any non-display logic.)
ItemBags doesn't use any UI frameworks. It's the ugliest down-and-dirty direct drawing anyone's ever seen. Would need a full rewrite to implement scrolling so that's never happening lol
I guess there are a few issues with pagination settings:
1. The user would have to install the correct number of paginated bags to see all their modded items. EX: If a user has 300 fruits, they'd need to know to use 3 'fruit bags' that each show 100 items or whatever
2. The result set would vary based on the order that the game items are enumerated in. I'm not 100% sure how the game orders the items in its Game1.objectData lists, but I'd imagine the ordering could change if you change your modlist, which would then result in bags now being able to store different items. Not necessarily a deal breaker since ItemBags does have failsafe logic that will attempt to remove items from a bag you just opened if the bag isn't supposed to be able to store it. But it could still be a nuisance if all your fruits got shuffled around and you had to move them to the correct bag each time your modlist changes
Still, it's better than nothing for a pretty simple filtering logic
Thanks again for such an amazing mod!
I'm using android, the hand icon doesn't show up.
Edit: i found it, but there is no larger backpack at the shop idk why
I'm a long time user of Item bags and it's become an essential mod for me.
[EDIT] I had a little mishap creating a modded bag, but fixed it myself
Thanks for a great mod!
EDIT: okay so I just gave making a modded bag a try and apparently it adds every single item in the game (+ mods) from a specific category? I thought it was limited to the mod's items.