tModLoader Portable Storage 2

Hello, how does the Ammo Pouch work? I'm attempting to both load it manually and via picking up ammo - of all types: arrows, bullets, even seeds. Nothing seems to go in there. Is there any kind of bug with that? I'm also using Overhaul. Other bags (well, at least the Adventurer's Bag) work fine.
 
Hello, how does the Ammo Pouch work? I'm attempting to both load it manually and via picking up ammo - of all types: arrows, bullets, even seeds. Nothing seems to go in there. Is there any kind of bug with that? I'm also using Overhaul. Other bags (well, at least the Adventurer's Bag) work fine.
It stores misc ammo. So anything NOT arrows, bullets, etc(I think seeds count as darts, so dart holder). Stuff like sand, snowballs, other ammo.

Also keep in mind overhaul has some issue with ammo inside bags currently.
 
I cant craft the black hole
Some more info
I have 2crystal balls (one placed in case it is the crafting station) tons of ectoplasm too
 
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Hey there,

Getting a Client Crash, Upon loading this mod and its dependencies I got this error:

Code:
[23:28:09] [1/WARN] [tML]: Silently Caught Exception:

System.BadImageFormatException: OutOfBoundsRead

   at System.Reflection.Throw.OutOfBounds()
   at System.Reflection.Metadata.Ecma335.MethodDebugInformationTableReader.GetSequencePoints(MethodDebugInformationHandle handle)
   at System.Diagnostics.StackTraceSymbols.GetSourceLineInfoWithoutCasAssert(String assemblyPath, IntPtr loadedPeAddress, Int32 loadedPeSize, IntPtr inMemoryPdbAddress, Int32 inMemoryPdbSize, Int32 methodToken, Int32 ilOffset, String& sourceFile, Int32& sourceLine, Int32& sourceColumn)
   at System.Diagnostics.StackFrameHelper.InitializeSourceInfo(Int32 iSkip, Boolean fNeedFileInfo, Exception exception)
   at System.Diagnostics.StackTrace.CaptureStackTrace(Int32 iSkip, Boolean fNeedFileInfo, Thread targetThread, Exception e)
   at DMD<System.Diagnostics.StackTrace::.ctor>(StackTrace , Exception , Boolean )
   at Terraria.ModLoader.Core.LoggingHooks.HookStackTraceEx(ctor_StackTrace orig, StackTrace self, Exception e, Boolean fNeedFileInfo)
   at System.Environment.GetStackTrace(Exception e, Boolean needFileInfo)
   at System.Exception.GetStackTrace(Boolean needFileInfo)
   at Terraria.Program.DisplayException(Exception e)
   at Terraria.Program.LaunchGame_()
   at Terraria.Program.LaunchGame(String[] args, Boolean monoArgs)
   at Terraria.FNALaunch.Main(String[] args)

Troubleshooting mods to narrow it down, I figured after disabling and enabling all the possibilities I found the issue to be:
"BaseLibrary v1.2.2"

Troubleshoot Test 1 (FAILED)
I have even just tested out with all mods disabled except below:
"FluidLibrary v1.0.5", "BaseLibrary v1.2.2" "ContainerLibrary v1.0.9", "Portable Storage v2.2.3"

Troubleshoot Test 2 (PASSED)
Loaded just one of the four mods:
"FluidLibrary v1.0.5",

Troubleshoot Test 3 (FAILED)
Loaded just two of the four mods:
"FluidLibrary v1.0.5", "BaseLibrary v1.2.2"

Troubleshoot Test 4 (FAILED)
Loaded just one of four:
"BaseLibrary v1.2.2"

Troubleshoot Test 5 (FAILED)
Loaded two of four:
"BaseLibrary v1.2.2" "ContainerLibrary v1.0.9",
 
Hey there,

Getting a Client Crash, Upon loading this mod and its dependencies I got this error:

Code:
[23:28:09] [1/WARN] [tML]: Silently Caught Exception:

System.BadImageFormatException: OutOfBoundsRead

   at System.Reflection.Throw.OutOfBounds()
   at System.Reflection.Metadata.Ecma335.MethodDebugInformationTableReader.GetSequencePoints(MethodDebugInformationHandle handle)
   at System.Diagnostics.StackTraceSymbols.GetSourceLineInfoWithoutCasAssert(String assemblyPath, IntPtr loadedPeAddress, Int32 loadedPeSize, IntPtr inMemoryPdbAddress, Int32 inMemoryPdbSize, Int32 methodToken, Int32 ilOffset, String& sourceFile, Int32& sourceLine, Int32& sourceColumn)
   at System.Diagnostics.StackFrameHelper.InitializeSourceInfo(Int32 iSkip, Boolean fNeedFileInfo, Exception exception)
   at System.Diagnostics.StackTrace.CaptureStackTrace(Int32 iSkip, Boolean fNeedFileInfo, Thread targetThread, Exception e)
   at DMD<System.Diagnostics.StackTrace::.ctor>(StackTrace , Exception , Boolean )
   at Terraria.ModLoader.Core.LoggingHooks.HookStackTraceEx(ctor_StackTrace orig, StackTrace self, Exception e, Boolean fNeedFileInfo)
   at System.Environment.GetStackTrace(Exception e, Boolean needFileInfo)
   at System.Exception.GetStackTrace(Boolean needFileInfo)
   at Terraria.Program.DisplayException(Exception e)
   at Terraria.Program.LaunchGame_()
   at Terraria.Program.LaunchGame(String[] args, Boolean monoArgs)
   at Terraria.FNALaunch.Main(String[] args)

Troubleshooting mods to narrow it down, I figured after disabling and enabling all the possibilities I found the issue to be:
"BaseLibrary v1.2.2"

Troubleshoot Test 1 (FAILED)
I have even just tested out with all mods disabled except below:
"FluidLibrary v1.0.5", "BaseLibrary v1.2.2" "ContainerLibrary v1.0.9", "Portable Storage v2.2.3"

Troubleshoot Test 2 (PASSED)
Loaded just one of the four mods:
"FluidLibrary v1.0.5",

Troubleshoot Test 3 (FAILED)
Loaded just two of the four mods:
"FluidLibrary v1.0.5", "BaseLibrary v1.2.2"

Troubleshoot Test 4 (FAILED)
Loaded just one of four:
"BaseLibrary v1.2.2"

Troubleshoot Test 5 (FAILED)
Loaded two of four:
"BaseLibrary v1.2.2" "ContainerLibrary v1.0.9",
Can you send the entire client.log file?
 
Im getting a crash during mod loading it doesn't happen all the time but fairly often
Code:
[12:10:28] [1/INFO] [tML]: Starting tModLoader v0.11.6.2 Linux client (02/09/2020)
[12:10:29] [1/INFO] [tML]: Running on Mono 4.6.1
[12:10:29] [1/INFO] [tML]: Executable: /run/media/fred2104/Hard_Drive/Steam/steamapps/common/Terraria/tModLoader.exe
[12:10:29] [1/INFO] [tML]: Working Directory: /run/media/fred2104/Hard_Drive/Steam/steamapps/common/Terraria
[12:10:29] [1/INFO] [tML]: Launch Parameters:
[12:10:29] [1/WARN] [tML]: First-chance exception reporting is not implemented on Mono
[12:10:29] [1/DEBUG] [tML]: Assembly Resolve: Terraria, Version=1.3.5.1, Culture=neutral, PublicKeyToken=null -> MonoMod.RuntimeDetour, Version=19.12.19.1, Culture=neutral, PublicKeyToken=null
[12:10:29] [1/DEBUG] [tML]: Assembly Resolve: Terraria, Version=1.3.5.1, Culture=neutral, PublicKeyToken=null -> MonoMod.Utils, Version=19.12.19.1, Culture=neutral, PublicKeyToken=null
[12:10:29] [1/DEBUG] [tML]: Assembly Resolve: MonoMod.Utils, Version=19.12.19.1, Culture=neutral, PublicKeyToken=null -> Mono.Cecil, Version=0.11.1.0, Culture=neutral, PublicKeyToken=50cebf1cceb9d05e
[12:10:29] [1/DEBUG] [tML]: Assembly Resolve: Terraria, Version=1.3.5.1, Culture=neutral, PublicKeyToken=null -> Ionic.Zip.Reduced, Version=1.9.1.8, Culture=neutral, PublicKeyToken=edbe51ad942a3f5c
[12:10:29] [1/DEBUG] [tML]: Assembly Resolve: Terraria, Version=1.3.5.1, Culture=neutral, PublicKeyToken=null -> Newtonsoft.Json, Version=10.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed
[12:10:29] [1/DEBUG] [tML]: Hook IL.Ionic.Zip.ZipEntry::ValidateOutput(string, Stream, out string) modified by Terraria
[12:10:29] [1/DEBUG] [tML]: Assembly Resolve: Terraria, Version=1.3.5.1, Culture=neutral, PublicKeyToken=null -> Steamworks.NET, Version=9.1.0.0, Culture=neutral, PublicKeyToken=null
[12:10:30] [1/DEBUG] [Terraria]: Graphics Device: DELL E198WFP 19" {{Width:1440 Height:900 Format:Color}}
[12:10:36] [1/DEBUG] [tML]: Fallback synchronization context assigned
[12:10:40] [Threadpool worker/DEBUG] [tML]: Assembly Resolve: Terraria, Version=1.3.5.1, Culture=neutral, PublicKeyToken=null -> MP3Sharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[12:10:40] [Threadpool worker/DEBUG] [tML]: Assembly Resolve: Terraria, Version=1.3.5.1, Culture=neutral, PublicKeyToken=null -> NVorbis, Version=0.8.4.0, Culture=neutral, PublicKeyToken=null
[12:10:40] [Threadpool worker/DEBUG] [tML]: Assembly Resolve: Terraria, Version=1.3.5.1, Culture=neutral, PublicKeyToken=null -> Mono.Cecil.Mdb, Version=0.11.1.0, Culture=neutral, PublicKeyToken=50cebf1cceb9d05e
[12:10:40] [Threadpool worker/INFO] [Terraria]: JIT loading finished
[12:10:40] [Threadpool worker/INFO] [tML]: Unloading mods
[12:10:41] [Threadpool worker/INFO] [tML]: Finding Mods...
[12:10:42] [Threadpool worker/INFO] [tML]: Sandboxing: BaseLibrary
[12:10:43] [Threadpool worker/INFO] [tML]: Sandboxing: FluidLibrary
[12:10:43] [Threadpool worker/INFO] [tML]: Sandboxing: ContainerLibrary
[12:10:43] [Threadpool worker/INFO] [tML]: Sandboxing: PortableStorage
[12:10:43] [Threadpool worker/INFO] [tML]: Instantiating Mods...
[12:10:43] [Threadpool worker/INFO] [tML]: Initializing: ModLoader v0.11.6.2
[12:10:45] [Threadpool worker/INFO] [tML]: Initializing: BaseLibrary v1.2.2
[12:10:47] [Threadpool worker/DEBUG] [tML]: Assembly Resolve: BaseLibrary_0, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null -> TerrariaHooks, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
[12:10:47] [Threadpool worker/DEBUG] [tML]: Hook On.Terraria.UI.ItemSlot::LeftClick(Item[], int, int) added by BaseLibrary_0
[12:10:47] [Threadpool worker/DEBUG] [tML]: Hook On.Terraria.Player::DropSelectedItem() added by BaseLibrary_0
[12:10:47] [Threadpool worker/DEBUG] [tML]: Hook On.Terraria.UI.UIElement::GetElementAt(Vector2) added by BaseLibrary_0
[12:10:47] [Threadpool worker/DEBUG] [tML]: Hook IL.Terraria.Main::DrawInterface_36_Cursor() modified by BaseLibrary_0
[12:10:47] [Threadpool worker/DEBUG] [tML]: Hook On.Terraria.GameInput.PlayerInput::KeyboardInput() added by BaseLibrary_0
[12:10:47] [Threadpool worker/DEBUG] [tML]: Hook On.Terraria.GameInput.PlayerInput::MouseInput() added by BaseLibrary_0
[12:10:47] [Threadpool worker/DEBUG] [tML]: Hook On.Terraria.Main::DoUpdate_Enter_ToggleChat() added by BaseLibrary_0
[12:10:47] [Threadpool worker/DEBUG] [tML]: Hook On.Terraria.Player::ToggleInv() added by BaseLibrary_0
[12:10:47] [Threadpool worker/DEBUG] [tML]: Hook IL.Terraria.Player::Update(int) modified by BaseLibrary_0
[12:10:48] [Threadpool worker/DEBUG] [tML]: Hook On.Terraria.Main::DoUpdate(GameTime) added by BaseLibrary_0
[12:10:48] [1/ERROR] [Terraria]: System.Exception: Chain<Terraria.Main::DoUpdate>?-1723573986 should've been detoured!
  at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:DMD<DMD<Chain<Terraria.Main::DoUpdate>?-1723573986>?1607409283::Chain<Terraria.Main::DoUpdate>?-1723573986> (Main,GameTime)
  at BaseLibrary.Hooking.Main_DoUpdate (orig_DoUpdate orig, Main self, GameTime gameTime) in BaseLibrary\Hooking\Hooking.cs:104
  at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:DMD<DMD<Hook<Terraria.Main::DoUpdate>?1785371703>?-882403818::Hook<Terraria.Main::DoUpdate>?1785371703> (Main,GameTime)
  at Terraria.Main.Update (GameTime gameTime) [0x00035] in tModLoader.exe
[12:10:48] [Threadpool worker/DEBUG] [tML]: Hook On.Terraria.GameInput.PlayerInput::UpdateInput() added by BaseLibrary_0

Im on linux if it helps mods Im using are just
base library
fluid library
container library
portable storage
 
I have a problem, I try to instal your mod but I need the other mod but I don't find it, can you send me the link. Morever the mod use tModLoader 11.6 while I have tmodloader 11.6.2 and I don't find the good version, there are only the 11.6.1 or the 1.5.9 version. how can i do because I really want your mod.
 
I have a problem, I try to instal your mod but I need the other mod but I don't find it, can you send me the link. Morever the mod use tModLoader 11.6 while I have tmodloader 11.6.2 and I don't find the good version, there are only the 11.6.1 or the 1.5.9 version. how can i do because I really want your mod.
Use the mod browser
 
awesome mod! it reminds me of the inventory bags for a mod that I made for a different game!
I already love it more than JPAN's bags because you don't need to sacrifice an accessory slot; you can use the bags with autopause on and from the inventory; there's actual item descriptions; and there's no "is it left or right click to open it? *bag empties all of its contents* oops, guess it was left click."


I have a few suggestions, though:
• Allow the Perfect Solution, quiver, magazine, fishing belt, and ammo pouch to be put in the main inventory's ammo slots
• Allow the Perfect Solution to hold Vile and Purification Powders, and maybe even biome seeds
• The Ammo Pouch accepts anything categorized as 'ammo' which doesn't fit in any other ammo bag and isn't wire

And a few that might already be implemented (because I haven't gotten any of the Travelling Merchant's bags):
• Allow the wallet to go in the main inventory's coin slots
• Allow the coin gun to use the wallet
• The fishing belt accepts non-bait critters and bug nets
• A version of the Black Hole that doesn't put everything in bags that can hold anything (ie: Adventurer's Bag)
 
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• Allow the Perfect Solution, quiver, magazine, fishing belt, and ammo pouch to be put in the main inventory's ammo slots
• Allow the wallet to go in the main inventory's coin slots
While it's great QOL, I think it's already quite strong? I'm not sure about making them basically take no inventory space at all.
• Allow the Perfect Solution to hold Vile and Purification Powders, and maybe even biome seeds
It goes outside the scope of the bag, but... maybe? Idk about that
• The Ammo Pouch accepts anything categorized as 'ammo' which doesn't fit in any other ammo bag and isn't wire
Isn't it already the case?

• Allow the coin gun to use the wallet
Seems like a missing behavior that should be added.
• The fishing belt accepts non-bait critters and bug nets
Fishing belt is only for fishing, and that would go out of scope. It's already plenty strong. Maybe a future entomologist bag tho?
• A version of the Black Hole that doesn't put everything in bags that can hold anything (ie: Adventurer's Bag)
So basically, just using the item magnet mod?
 
Isn't it already the case?
nope! it might be something on Calamity's side, but Magnum Rounds and Shotgun Shells don't fit in it

So basically, just using the item magnet mod?
the Item Magnet mod doesn't seem to work for me, and Item Magnets+ can't be activated from the inventory


also! how do I use the Builder's Reserve? my character swings it when I have blocks selected, but nothing gets placed
 
nope! it might be something on Calamity's side, but Magnum Rounds and Shotgun Shells don't fit in it
Those should be basic gun ammo right? Sounds like calamity doing calamity.
also! how do I use the Builder's Reserve? my character swings it when I have blocks selected, but nothing gets placed
Pretty sure the tooltip says you have to alt click to select a slot?
 
Those should be basic gun ammo right? Sounds like calamity doing calamity.
They're for special guns, but they go in the ammo slot anyway. That's probably the issue
Pretty sure the tooltip says you have to alt click to select a slot?
Yep! I can get it to show the selected block in the item icon, but after that my character just swings the bag around uselessly
 
Yep! I can get it to show the selected block in the item icon, but after that my character just swings the bag around uselessly
That's strange, it should be placing the blocks... I guess you should make it an issue on github if you're sure it doesn't work correctly
 
Hey there, love this mod to death and I would never go back to playing without it, however I am encountering a bug that instantly crashes my game when I attempt to open my alchemists bag and I am greeted with the attached error message. I have just updated mod loader, portable storage and It's dependencies. Other mods I have installed are Cheat Sheet, Magic Storage, and Calamity no Music. Not sure if it's something on my end or not, just thought I would post here to be sure.
 

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Hey there, love this mod to death and I would never go back to playing without it, however I am encountering a bug that instantly crashes my game when I attempt to open my alchemists bag and I am greeted with the attached error message. I have just updated mod loader, portable storage and It's dependencies. Other mods I have installed are Cheat Sheet, Magic Storage, and Calamity no Music. Not sure if it's something on my end or not, just thought I would post here to be sure.
I may have changed something between the updates, try crafting a new Alchemist's Bag and see if the crash happens with it.
 
Nice mod! I just want to give some enhancements proposals. These are things that I always think about when I'm using this mod.
As a disclaimer, I have neither crafted nor used all the bags available.
  1. Normal bags should also be auto pickup, thus removing the need of The Black Hole.
  2. The player can only have 1 type of each bag. I've been using 3 normal bags and is just way too much space.
    • e.g only one Miner's Backpack, one Wallet, one Normal bag, etc..
    • Normal bags can't be used together, higher tiered bags should have lower tiered bags in the recipe.
      • Craft an Adventurer's Bag. Buy a Skeletal Bag. Use both - plus the original recipe - to craft the Faerie Bag.
    • If this is not possible, maybe a way to rename the bags would be nice.
  3. A new bag that allows accessories like the Compass or Metal Detector to work. Just like they do in the inventory.
    • This could also support other mods, Calamity lore and AlchemistNPC tokens for example.
  4. Less space, more expensive to buy and a little harder to craft.
I believe this would make the mod more balanced. It's way too OP in my opinion.
 
Nice mod! I just want to give some enhancements proposals. These are things that I always think about when I'm using this mod.
As a disclaimer, I have neither crafted nor used all the bags available.
  1. Normal bags should also be auto pickup, thus removing the need of The Black Hole.
  2. The player can only have 1 type of each bag. I've been using 3 normal bags and is just way too much space.
    • e.g only one Miner's Backpack, one Wallet, one Normal bag, etc..
    • Normal bags can't be used together, higher tiered bags should have lower tiered bags in the recipe.
      • Craft an Adventurer's Bag. Buy a Skeletal Bag. Use both - plus the original recipe - to craft the Faerie Bag.
    • If this is not possible, maybe a way to rename the bags would be nice.
  3. A new bag that allows accessories like the Compass or Metal Detectorto work. Just like they do in the inventory.
    • This could also support other mods, Calamity lore and AlchemistNPC tokens for example.
  4. Less space, more expensive to buy and a little harder to craft.
I believe this would make the mod more balanced. It's way too OP in my opinion.
1. is something intentional because normal bags are already really strong since they can hold every type of item. It would make it even more unbalanced.

2. I agree. Using them in the craft is not necessary though.

3. Idk about that. It feels a bit contradictory because redundant as the mod already adds items to reduce inventory space usage, and cellphone exists to condense them. You say the mod is quite OP but you suggest things that make it even more, lol.

4. We can increase some numbers yeah
 
1. is something intentional because normal bags are already really strong since they can hold every type of item. It would make it even more unbalanced.

2. I agree. Using them in the craft is not necessary though.

3. Idk about that. It feels a bit contradictory because redundant as the mod already adds items to reduce inventory space usage, and cellphone exists to condense them. You say the mod is quite OP but you suggest things that make it even more, lol.

4. We can increase some numbers yeah

Fair enough. I don't really need the accessories to work.
I was just thinking about increasing the normal bags functionalities (accessories and auto pickup), but limit them to 1 bag and with less space (10/20/30/40 instead of 18/27/36/54).
I feel like space is the main problem here. I get way too much extra space if I can just use several normal bags together. I always limit myself to 1 normal bag because of that.
 
Fair enough. I don't really need the accessories to work.
I was just thinking about increasing the normal bags functionalities (accessories and auto pickup), but limit them to 1 bag and with less space (10/20/30/40 instead of 18/27/36/54).
I feel like space is the main problem here. I get way too much extra space if I can just use several normal bags together. I always limit myself to 1 normal bag because of that.
We'll limit bags to 1 per type to balance it more.
 
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