Carlzilla Posted July 31, 2016 Share Posted July 31, 2016 Adds a container class that will automatically remove certain items from the player's inventory. This makes storing items in a neat and organized way nice and simple. I've set up 6 smart containers which are included in the mod, but you can easily add your own. The 6 containers are: * A Gun Safe for your guns * A Fridge for your cooked foods and meats * A cupboard for your canned/non-perishable foods * A medicine cabinet for your health/medicine items * An ammo storage crate for your bullets, arrows, and explosives * A raw materials crate for a lot of general raw materials If you want to add new containers, it's super easy to do. Simply clone the container you're looking to turn into a smart container in your blocks.xml (be sure to change the name and ID, obviously), then change the change the following line: <property name="Class" value="Loot" /> OR <property name="Class" value="SecureLoot" /> TO <property name="Class" value="SmartLoot, Mods" /> Once you have the class changed you need to add an ItemList to do this add the following property to the block: <property name="ItemList" value="item1,item2,item3...itemX,itemY,itemZ" /> item1, etc. should be replaced by the item or block name as defined in the items.xml or blocks.xml. That's all there is to setting one up. Download: https://www.mediafire.com/?rdpnl5dp3y02dol Link to comment Share on other sites More sharing options...
Curmudgeon Posted July 31, 2016 Share Posted July 31, 2016 Very nice work Carlzilla! Thank you for spending your time working on a random mod request, it is greatly appreciated. I can't wait to try it out. -----Update----- Okay, it is even better than I had hoped for. Easy to customize, it doesn't pull items from your tool belt and it has a custom hotkey so you determine when it pulls from your inventory and when it doesn't. Amazing! Link to comment Share on other sites More sharing options...
Carlzilla Posted July 31, 2016 Author Share Posted July 31, 2016 Glad you're enjoying it. If you ever get around to creating any custom storage container lists feel free to post them up. I only made a couple because I really didn't feel like pouring through the xmls trying to figure out what should go where... Link to comment Share on other sites More sharing options...
stallionsden Posted July 31, 2016 Share Posted July 31, 2016 very nice work man impressive Link to comment Share on other sites More sharing options...
Curmudgeon Posted July 31, 2016 Share Posted July 31, 2016 The framework you've provided is more than enough, I don't blame you for not wanting to comb through all the items and blocks figuring out what goes where. It is largely a matter of preference anyway. I would post my container lists when I am done, but my server is such a frankenstein of so many different things it wouldn't really help anyone out. Link to comment Share on other sites More sharing options...
Carlzilla Posted July 31, 2016 Author Share Posted July 31, 2016 While working on this, I also created a "Chest of Holding" and it's contents will persist (and be unique for each player) between games. I could post that up if anyone is interested. Basically this makes server wipes a tiny bit less annoying, because you can stash at least a chest full of useful stuff away and then upon starting, you craft the chest again and place it down...BOOM all the stuff you placed in there last game. Link to comment Share on other sites More sharing options...
stallionsden Posted July 31, 2016 Share Posted July 31, 2016 While working on this, I also created a "Chest of Holding" and it's contents will persist (and be unique for each player) between games. I could post that up if anyone is interested. Basically this makes server wipes a tiny bit less annoying, because you can stash at least a chest full of useful stuff away and then upon starting, you craft the chest again and place it down...BOOM all the stuff you placed in there last game. That be awesome to have i think Link to comment Share on other sites More sharing options...
Carlzilla Posted July 31, 2016 Author Share Posted July 31, 2016 OK, let me stress test it and I'll post it up soon unless I find something wrong with it. Link to comment Share on other sites More sharing options...
Curmudgeon Posted July 31, 2016 Share Posted July 31, 2016 The mod is working great so far, all items and blocks are auto-storing into their corresponding containers without issue. It is hoarder heaven. The one small exception I've run into is that I can't seem to get any tools to auto-store at all. I've tried various containers and quadruple checked the item lists for spelling and case sensitivity. If I stick something else in the item list for my tools container, say cloth, the cloth will auto-store, but none of the tools will. Link to comment Share on other sites More sharing options...
Carlzilla Posted August 1, 2016 Author Share Posted August 1, 2016 Strange. I'll take a look. Edit: Yeah, it appears that item quality screws things up, as my guns aren't working either. I'll work on it and get it updated as soon as I can. Link to comment Share on other sites More sharing options...
Carlzilla Posted August 1, 2016 Author Share Posted August 1, 2016 Fixed that... Though I did have ONE funky transfer where all my axes reverted to a quality level 1. I'm going to make sure I can't replicate that by doing about 100 or so auto-transfers and once that's out of the way I'll upload. Link to comment Share on other sites More sharing options...
Carlzilla Posted August 1, 2016 Author Share Posted August 1, 2016 Everything is good on my end. Guns, tools... Haven't tried clothes because I don't have a container set up for them, but I'm assuming they'll work. Link to comment Share on other sites More sharing options...
Carlzilla Posted August 1, 2016 Author Share Posted August 1, 2016 Updated the file, so the tool/gun issue should be fixed. Unfortunately, if you don't back up your custom smart containers they will be overwritten when you rebuild. So be sure to pull them from your blocks.xml file before you rebuild. I suggest (if you haven't been doing it already) either making any changes to the containers in the mods config\SmartContainers.xml file (which you then don't overwrite when extracting the new version) or better yet creating a separate SDX XML only mod that loads after this one that contains all your containers. That way if I ever update this, you're not back at square one with your custom sorting lists. Link to comment Share on other sites More sharing options...
Curmudgeon Posted August 1, 2016 Share Posted August 1, 2016 Wait a minute, first you take only two days to go from some random guys mod request to a working mod. Then you have a fix almost instantly, if you keep this up I'll feel obliged to name my first child Carlzilla. I'm not sure how I'll break it to my wife. Wise words of caution, I've backed it up a few times already and also use the second method you suggested. I'm sure we've all burned ourselves that way a few times in the past. Thanks again. Link to comment Share on other sites More sharing options...
GARRthePIRATE Posted August 1, 2016 Share Posted August 1, 2016 It seems my base XML doesnt contain a recipie you are trying to replace with this mod, any tips on how I can resolve this conflict?: Apply mod config patch: SmartContainers Applying patch: C:\Program Files (x86)\Steam\SteamApps\common\7 Days To Die\SDXMods\SmartContainers\Configs\SmartContainers.xml... AddXmlByXPath: /blocks Found 6 ERROR: Could not find node at XPath: /recipes/recipe[@name=cntFridge] AddXmlByXPath: /recipes Found 6 ERROR: Found errors while parsing import file: C:\Program Files (x86)\Steam\SteamApps\common\7 Days To Die\SDXMods\SmartContainers\Configs\SmartContainers.xml ERROR: Aborting... ERROR: Task Apply mod config patches failed EVENT: Complete. Link to comment Share on other sites More sharing options...
Carlzilla Posted August 1, 2016 Author Share Posted August 1, 2016 Go into the SmartContainers.xml and remove the line that reads: <remove xpath="/recipes/recipe[@name='cntFridge']" /> Don't know why you don't have it, as it's a vanilla recipe. Link to comment Share on other sites More sharing options...
Carlzilla Posted August 1, 2016 Author Share Posted August 1, 2016 Wait a minute, first you take only two days to go from some random guys mod request to a working mod. Then you have a fix almost instantly, if you keep this up I'll feel obliged to name my first child Carlzilla. I'm not sure how I'll break it to my wife. Wise words of caution, I've backed it up a few times already and also use the second method you suggested. I'm sure we've all burned ourselves that way a few times in the past. Thanks again. To be fair, it was a super easy fix that I actually dealt with once already in my duffel bags mod...but forgot about when I set this one up. I'll spare the technical details, but it was just a simple issue of two things not matching up because I was telling the game to check the wrong thing, when the right thing was right there as well and just not being accessed. Link to comment Share on other sites More sharing options...
Curmudgeon Posted August 1, 2016 Share Posted August 1, 2016 My wife will be happy :-) Link to comment Share on other sites More sharing options...
Carlzilla Posted August 1, 2016 Author Share Posted August 1, 2016 Let me know if you run across any other issues. Maybe I'll get around to posting a picture of my tool box...I decided if I was going to have a container for tools, it needed to be a Snap-On mechanic's tool box... Link to comment Share on other sites More sharing options...
Curmudgeon Posted August 1, 2016 Share Posted August 1, 2016 Go into the SmartContainers.xml and remove the line that reads: <remove xpath="/recipes/recipe[@name='cntFridge']" /> Don't know why you don't have it, as it's a vanilla recipe. If he doesn't have that vanilla recipe he might be using a completely xml based mod as his SDX base that doesn't include any of the recipes marked for removal in your mod. Link to comment Share on other sites More sharing options...
Carlzilla Posted August 1, 2016 Author Share Posted August 1, 2016 He can just remove all of the remove calls to be honest. They're not needed to get the mod working, they're just to avoid a bunch of duplicates in the crafting menus. Link to comment Share on other sites More sharing options...
Carlzilla Posted August 2, 2016 Author Share Posted August 2, 2016 Here's a photo of my smart tool box: Link to comment Share on other sites More sharing options...
stallionsden Posted August 2, 2016 Share Posted August 2, 2016 Here's a photo of my smart tool box: [ATTACH=CONFIG]15732[/ATTACH] Lol does we have that lol if not then why not ha Link to comment Share on other sites More sharing options...
Carlzilla Posted August 2, 2016 Author Share Posted August 2, 2016 I added it after the last update, so I'm currently the only person who has it. If (more likely when) I update again, it'll be in there. Link to comment Share on other sites More sharing options...
Curmudgeon Posted August 7, 2016 Share Posted August 7, 2016 Would this mod work in multiplayer if everyone had properly installed it, or is it limited to singleplayer? Link to comment Share on other sites More sharing options...
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