I love the efficiency of auto-filling item bags and they make cave dives so much smoother, but is there an easier way to retrieve items from them? Having to go into each bag individually to see what was collected and then move the items to chests for crafting is getting tedious and time-consuming.
If you use Better Crafting (https://www.nexusmods.com/stardewvalley/mods/11115), you can craft from your inventory, you can customize by location if you think it feels toooo 'cheaty' and wont have that problem. :D
I was wondering if you could add support that lets item bags stored in Junimo Chests be auto-fill like regular chests.
Usually, when you place an item in a chest that has an item bag in it, items will be sorted into the item bag it corresponds to. However, I have to manually do this when using Junimo chests. I've a pretty extensive system going on in my farm where I use specific colored junimo chest (with the mod Crystalline Junimo Chests by LeFauxMatt) to link (say with a red junimo chest) all fruit trees, where the red junimo chest collects the fruit (using automate) and then, with a different red junimo chest place in a shed, pushes the fruit into kegs. When those are done processing, the wine gets pushed back into the red junimo chest, where ideally it (wine or even fruit) can be stored in the item bag it corresponds to. Item bags has a feature that lets the bags be autofilled when placed in a chest , would it be possible to do the same with junimo chests?
This is doubtless me not knowing how to fix this, but I'm using this mod, and have something going on with a Mining bag that I found. Autofill is enabled, but the slots for copper, iron and ruby have a red ring with a line through it on them, and autofill does not work for those three items.
This means there should be a way to change the autofill setting on an item by item basis, but I just can't figure out how to do it. I tried looking in bagconfig.json, I can see the entry for ruby (Id 64), but there's nothing special about it, just the same three items as every other entry.
If autofill is enabled on the bag, you can hover over the bag's autofill button to see which items are autofilling. Then you can hover over the topright corner (or was it the topleft, I forget) of an item slot and you'll see a small hand icon that you can click to toggle that particular item's autofill on or off
Hi, i noticed that if u use both item bag and fresh farm produce, any item put on the item bag would get freshen so theres a soft incompatibility with both!
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
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Usually, when you place an item in a chest that has an item bag in it, items will be sorted into the item bag it corresponds to. However, I have to manually do this when using Junimo chests. I've a pretty extensive system going on in my farm where I use specific colored junimo chest (with the mod Crystalline Junimo Chests by LeFauxMatt) to link (say with a red junimo chest) all fruit trees, where the red junimo chest collects the fruit (using automate) and then, with a different red junimo chest place in a shed, pushes the fruit into kegs. When those are done processing, the wine gets pushed back into the red junimo chest, where ideally it (wine or even fruit) can be stored in the item bag it corresponds to. Item bags has a feature that lets the bags be autofilled when placed in a chest , would it be possible to do the same with junimo chests?
This means there should be a way to change the autofill setting on an item by item basis, but I just can't figure out how to do it. I tried looking in bagconfig.json, I can see the entry for ruby (Id 64), but there's nothing special about it, just the same three items as every other entry.
Thank you. 🙏
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