tModLoader Portable Storage 2

  • When playing with Overhaul i got my character reset. After like 3 hours of playtime it was a default character, with the same name, and curiously, 0 mana and 100 hp. And no playtime. And using the Cheat Sheet i tried restarting but my newer characters (that i have given most of the items i lost) also got reset after loging out. Skim-reading, others don't seem to have much problems like that, so i think it's to do with the miner's bag. And yes, it is a problem with the portable storage, as after i disabled it, i got my characters back!
Are you on the latest version of Portable Storage and all its dependencies?
 
Yes, i checked the Mod Browser and there was no need to update anything. And i just checked, the dupe is still here.
 
Chief, two more problems:
https://photos.app.goo.gl/JqdGhTGYqeFLCUnb6 - Magazine apparently resets it's inventory
And the Adventure Bag like, is freezing the items that it has, so when you take them out and reopen the bag they are still here, leading to another dupe.
Man, i love the concept of the mod, just it ain't working for me.
 

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By chance are you working on a Quick Stack to go with the deposit/loot all?

- edit, bug report

When using Loot All without enough inventory space to hold the items will clear modifiers/tags off the items that remained in the bag.
 
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Can you add support for putting the crates from Thorium, Unusacies' Battle Rods and Fargo's Mutant Mod into the Fishing Belt?
 
This mod is neat indeed! As of it with no offence can I make a few suggestions?
1) quiver is indeed looks cool for even with 3-5K arrows sounds fine in rpg, but mags for bullets with like 3-4 different stacks of 1K ammo sounds a bit out of hand. More like a carrying vest with mags rather than a single mag. Maybe it's just my gun nut OCD.
2) is it possible to show up on icon of builders storage not only the current selected block, but additionally an amount of blocks on hands similar to vanilla? I build like ALOT and I love this idea of a one button "paint" pallet for all my blocks, but the number of blocks is only visible inside of an open storage inside the inventory.
3) I can't put my slime inside the misc ammo pouch. Is it bug or slime doesn't count towards ammo in this mod? Or it's not in the misc category? I'm totally cool with that, cause my ammo slots are empty anyway now, just wondering.
4) Maybe add an ability to place fishing related gear in the fishing belt? Like hooks and lines? (especially if it will support Tacklebox: Modest Fishing Content, cause it has a LOT of different fishing "baits", that are rather accessories, than baits and some additional lines, hooks and reels).
Maybe I forgot something from yesterday, but I love this mod a lot!
 
This mod is neat indeed! As of it with no offence can I make a few suggestions?
1) quiver is indeed looks cool for even with 3-5K arrows sounds fine in rpg, but mags for bullets with like 3-4 different stacks of 1K ammo sounds a bit out of hand. More like a carrying vest with mags rather than a single mag. Maybe it's just my gun nut OCD.
2) is it possible to show up on icon of builders storage not only the current selected block, but additionally an amount of blocks on hands similar to vanilla? I build like ALOT and I love this idea of a one button "paint" pallet for all my blocks, but the number of blocks is only visible inside of an open storage inside the inventory.
3) I can't put my slime inside the misc ammo pouch. Is it bug or slime doesn't count towards ammo in this mod? Or it's not in the misc category? I'm totally cool with that, cause my ammo slots are empty anyway now, just wondering.
4) Maybe add an ability to place fishing related gear in the fishing belt? Like hooks and lines? (especially if it will support Tacklebox: Modest Fishing Content, cause it has a LOT of different fishing "baits", that are rather accessories, than baits and some additional lines, hooks and reels).
Maybe I forgot something from yesterday, but I love this mod a lot!
1) I suppose I could reduce their inventory as 27 slots seems excessive
2) That can be done
3) Gel goes into the Fire-Proof Container
4) The Fishing Belt should have support for fished items, baits and fishing rods as for mod support I won't add anything on my side but rather add an API that will allow other mods to register their items as ores/fish-related stuff/ammo...
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Can you add support for putting the crates from Thorium, Unusacies' Battle Rods and Fargo's Mutant Mod into the Fishing Belt?
I won't add anything on my side but rather add an API that will allow other mods to register their items as ores/fish-related stuff/ammo... But I know most of the mod authors so I can contact them about it/add it myself if their mod is open source.
[doublepost=1566221251][/doublepost]
By chance are you working on a Quick Stack to go with the deposit/loot all?

- edit, bug report

When using Loot All without enough inventory space to hold the items will clear modifiers/tags off the items that remained in the bag.
I suppose I could add that functionality, also I know what causes the bug and it will be fixed in the next version.
 
When pressing the Buff key (B), it includes potions stored in the Alchemist's Bag, when I only want to be buffed by potions that I've taken into my inventory.

Would it be possible to make the mod ignore potions in the Alchemist's Bag? This issue is more than just annoying. It is problematic because Terraria limits how many buffs you can be affected by at once, so if there are enough potions in the bag, it would mean that some of the buffs you want would be canceled out in favor of a buff that is either unwanted or may be detrimental to what you're doing.
 
When pressing the Buff key (B), it includes potions stored in the Alchemist's Bag, when I only want to be buffed by potions that I've taken into my inventory.

Would it be possible to make the mod ignore potions in the Alchemist's Bag? This issue is more than just annoying. It is problematic because Terraria limits how many buffs you can be affected by at once, so if there are enough potions in the bag, it would mean that some of the buffs you want would be canceled out in favor of a buff that is either unwanted or may be detrimental to what you're doing.
You can use the piggy bank for that. The point of the bag is to have easy access to them that way...

Or just store them in a normal bag.
 
You can use the piggy bank for that. The point of the bag is to have easy access to them that way...

Or just store them in a normal bag.
Is it hard to add an option to turn it off as a compromise? I feel that as both a bit op and inconvenient. But I'm in love with idea of that bag as a herbalist.
 
1) I suppose I could reduce their inventory as 27 slots seems excessive
What do you think about this?

High-cap mag - default recipe - 2-3 slots.
Carrying vest - Buccaneer tunic + 4-6 High-cap mags - from 8-12 to 12-18 slots accordingly.

It will make a bit more balanced and will have a pre-hardmode - hardmode upgrade.
 
Is there a way to display the popup text when collecting items that auto-stack in to bags?

Part of me kinda wish's the ammo containers could go in the ammo slots (and wallet in the coin slot), as it feels i'm better off storing ammo in the normal use bags and refilling when needed
 
Is there a way to display the popup text when collecting items that auto-stack in to bags?
That would've been indeed an awesome feature. It sometimes hard to track what you get and where'd it go to. Especially when there's a pile of things left from invasion. Or maybe add an option to turn off autopickup in bags so you will always know what you've picked and where it go to. It seem to not picking up items in bags when full inventory anyway.
 
That would've been indeed an awesome feature. It sometimes hard to track what you get and where'd it go to. Especially when there's a pile of things left from invasion. Or maybe add an option to turn off autopickup in bags so you will always know what you've picked and where it go to. It seem to not picking up items in bags when full inventory anyway.
I want to make my "custom" popup for bags though it probably won't be in the next version.
 
Found an apparent bug: Pet slot items, such as the Amber Mosquito, are going into the Alchemist's Bag.
Anything that can be used with Quick Heal, Quick Mana or Quick Buff can go into the Alchemist's Bag. Terraria isn't particularly good at distinguishing those items so there are some false positives.
 
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