tModLoader

tModLoader

Magic Storage
5,019 Comments
absoluteAquarian  [author] 16 hours ago 
@rengshu
Discover the Aether (aka Shimmer) biome, then check the help tips from the Automaton.
renghsu Aug 30 @ 1:34am 
can you craft aether interface or not, if so how?
absoluteAquarian  [author] Aug 29 @ 12:34pm 
@Epsilon
You can prevent the Automaton from moving into housing by disabling the option in the Magic Storage Server Config.
Epsilon Aug 28 @ 10:28pm 
Please replace the automaton with a manual or something im tired of that tin-skinned oil-guzzling wire-backed CLANKER taking my homes that i wanted other npcs to move into
Seaely Aug 27 @ 4:53pm 
many recipes not showing up
Srayp09 Aug 27 @ 4:09pm 
when i click help on auto npc, it says ur not admin and when i write the /mesrqop thing it says "entter the key bla bla" i dont find any source on anywhere, can u help me
mokricia Aug 25 @ 12:56pm 
The recepies keep dissapearing and I have to remove and place the station (literally every station) for them to show up again. After closing magic storage (or changing filters) and opening again, it happens again. Please fix :winter2019sadyul:
absoluteAquarian  [author] Aug 25 @ 12:44am 
@Abraquavius
tModLoader remembers the data mods put in worlds and players even when the mods aren't loaded, so you can safely disable mods without worrying about data being lost.
Abraquavius Aug 24 @ 9:42pm 
my game keeps crashing so i want to disable mods one by one. if i disable magic storage will i lose all my stuff?
Lucatiel Aug 24 @ 2:10pm 
@absoluteAquarian sorry to bother you, but the bug keeps happening at random. Whenever I use the filters or search, the recipes disappear. The only fix is to relaunch the game.
absoluteAquarian  [author] Aug 24 @ 7:15am 
@flamedance58
Yes, although you have to enable favoriting items/recipes in the Magic Storage Config first.
IIRC you favorite them like how you would items in your main inventory.
flamedance58 Aug 24 @ 12:37am 
I don't remember but is there a way to Favorite recipes in the Crafting Interface? It'd be neat to be able to tag certain recipes as favs so you could switch to a Favorites Tag.
CatWith0Lives Aug 23 @ 4:14pm 
O_O
i uh, am not smart enough to understand like, half of that XD
absoluteAquarian  [author] Aug 23 @ 10:42am 
@CatWith0Lives
Every ModTileEntity that Magic Storage has inherits from "TEStorageComponent", which has a "TEStorageHeart GetHeart()" method. You'll have to find and detect the tile entities (they're always on the top-leftmost subtile within the multitile).
TEStorageHeart has methods intended for client-side actions (TryDeposit and TryWithdraw) and server-side actions (Deposit and Withdraw). There's also other methods, e.g. HasItem for checking if an item exists in the storage system.
CatWith0Lives Aug 23 @ 9:55am 
Is there a way to both detect actual chest contents within the system, as well as put said contents into the system? Im basically trying to automate fishing with a QoT item called the Fishing Machine, but it will only deposit to chests, but it wont detect the storage system as a well, storage.
Lucatiel Aug 22 @ 10:28am 
@absoluteAquarian thanks, but it seems to have fixed itself. I reopened the game today and the issue was gone. Maybe it needed a full restart (completely closing it).
absoluteAquarian  [author] Aug 21 @ 11:49am 
@Lucatiel
I’ve been looking into the filter issues, but I haven’t found a definite cause yet.
Lucatiel Aug 21 @ 8:36am 
I've got a bug where I can't craft any items with the bench or anvil. I have to remove and add them for the recipes to show. If I close the windows and open the crafting storage again, I have to do it all over, every time.
H Aug 20 @ 12:16pm 
@absoluteAquarian
It helps, it sure does, thank you.
absoluteAquarian  [author] Aug 20 @ 10:13am 
@H
Ah, I see. That makes more sense. If it helps, the “Show all possible ingredients” control in the Crafting UI (when recursion crafting is enabled) will put every ingredient that could be used in every recipe that the recipe’s recursion tree checks in the Stored Ingredients list.
absoluteAquarian  [author] Aug 20 @ 10:11am 
@Thd
The current logic resets parts of the UI when opening it, and that control just happens to be one of them.
H Aug 20 @ 6:19am 
@absoluteAquarian
Sorry I couldn't make it clearer, english is not my native language.
What I mean on the "list" thing is, like, a "shopping list" of needed ingredients to craft a specific item (Not about crafting stations or who drops what, just a item list), I know you can see what items and how much of each there is on the crafting station, but what I mean is just a list that when you get out of the crafting station you can see what ingredients you need are on your inventory or storage units, and which are needed, the thing would be to "track" a item, and when you close the storage units and go on with your adventure you can see what items you have either on the storage unir or your inventory, and which are left to get.

This is a non-issue, more so on more vanilla setups, but in specific cases (For example the "Soul of eternity" from Fargo's) it can be nice to have.

Also, again I didn't see a option that was already there (The sell duplicates thing).
Thd Aug 20 @ 2:49am 
Hi, I have a new issue about using recursion in recipes, for some reason the "show all possible ingredients" disable itself as soon as I exit the UI, anybody knows why ? This only happens since the last TModloader update.
Snowlock16 Aug 19 @ 5:57pm 
lol yeah but you need to be interacting with the system to have all that - im pretty sure H was asking about having it so that its on screen when running around the world ie pin a recipe and then see on your screen as youre exploring what you have left to get etc
absoluteAquarian  [author] Aug 19 @ 5:41pm 
@Snowlock16
The Crafting UI already does that.

If an ingredient is available, its background is blue.
If it isn’t available but can be crafted, its background is green.
if it isn’t available and can’t be crafted, its background is red.

Furthermore, you can click on an ingredient to go to its first (available) recipe.
Snowlock16 Aug 19 @ 5:12pm 
absolute:

I think H is talking about having a tab/window/pinned list on screen (when not interacting with storage) tracking a recipe, showing what you need and what you have in storage already - sorta like boss checklist etc
absoluteAquarian  [author] Aug 19 @ 3:48pm 
@H
The "Required Objects" list for an item's recipe should mention both crafting stations and other "special conditions", like the "Near water" condition for crafting Bottled Water.

As for the unit locking suggestion, the Sell Duplicates controls in the Controls tab of the Storage UI is the intended way to free up space from duplicated cosmetics, weapons, et cetera.
H Aug 19 @ 1:39am 
@absoluteAquarian
Oh, obviously I didn't see that option, my bad, sorry.

About the recipe browser thing: What I meant was for a component list outside the storage unit that's just visual, to track what components you need and what you have for a specific item taking into consideration the storage unit and inventory items.


It would also be nice if one could "lock" an item on the storage unit, since I have things like weapons that I don't want to store more of. What I mean is to lock an item in the storage unit so it does not accept more of that item;
this would be useful to prevent things like costumes, weapons, and armor from piling up.


I think these are non-issues for most people, and it might even be already in the mod but I didn't see the option, which is common for me.
I just had these ideas that might be of use.

P.S. Truly awesome work on this mod, it's a must-have.
absoluteAquarian  [author] Aug 18 @ 12:49pm 
@H
Magic Storage has a built-in recursion crafting system which does what you described. Check the Recipe recursion depth option in the Magic Storage Config for more information.
As for the thing regarding Recipe Browser, I'm not sure what you mean.
H Aug 17 @ 2:01am 
This mod with a quick crafting (example: craft the ankh shield with just the bare components) and some notes system like that of recipe browser, would be awesome, it already is, but it would be awesome+
absoluteAquarian  [author] Aug 16 @ 1:18am 
@MasterNeptune
There's been some issues with the filters not working properly, but I haven't had time to look into it yet.
MasterNeptune Aug 15 @ 9:36pm 
Me and my friend are running a server and he can't access placeables. I tried moving the storage heart and the crafting interface but nothing. Any tips would be awesome.
absoluteAquarian  [author] Aug 15 @ 7:53pm 
@Tyros
Adding a storage component for interfacing with shops might be feasible, but I'm not certain.
Reforging would be feasible, however I'm not sure that it's something that fits with the mod.
As for the search conditions, mining power is listed as part of the tooltip, so you could use the #tooltip feature in the search bars to search for it and check the items manually.
Tyros Aug 15 @ 7:51pm 
the bugs are that the Unresearched filter in the Crafting Interface resets after crafting an item (sort of? it feels like it looks for related items), and that the top bar filters aren't "correct." If i look for the Night's Edge or Volcano in the Materials list, even showing all items (regardless of crafting availability), it just doesn't pop up. If i look in Weapons or Melee Weapons, it does pop up.

i had to split this into two comments AND remove some commentary because of the 1000 character limit lol
Tyros Aug 15 @ 7:46pm 
Three suggestions, and also a few bugs i noticed. Would it be possible (or, more likely, feasible/worth the time) to add either a shop interface or a reforge interface to the MS system? Shopping (especially in Journey/Modded, where there's a million items in every shop and you're buying them all) can be a hassle, and so can reforging things like accessories, so having either one of those would be great. Maybe modded NPC compatibility could be done by adding their items to the Shop Interface by checking for their spawn conditions to be met? Being able to add more search conditions (like -"statue" or </>[stat] (maybe something like "miningpower>50" to show only tools that have a mining power of over 50%, or 50<miningpower<200 for 50% to 200% pickaxes?))
absoluteAquarian  [author] Aug 15 @ 2:03pm 
@cow
There is currently no feature for mass-sacrificing items in storage
cow Aug 15 @ 10:12am 
hello I've been having problem becouse on journey mode I had tons of stuff I could duplicate but I had to do it manually do this mod have mechanic to duplicate all the items in magic storage or this mod lack of this option ?:steamthumbsup:
Azimuth Aug 14 @ 7:46pm 
@absoluteAquarian did it on a completely new world as well
absoluteAquarian  [author] Aug 13 @ 4:30pm 
@tatachij12
absoluteAquarian Utilities v1.0.6.2 was publicly released to the workshop on August 3rd at 20:39 UTC-6
If Steam isn't automatically installing that version, read the instructions for forcing mods to update in the document in the pinned Bugs/FAQ discussion.
tatachuj12 Aug 13 @ 2:59pm 
MagicStroage requrires serouscommonlib version 1.0.6.2 but you cant download 1.0.6.2 anywhere xd
错误代码:-118 Aug 11 @ 7:10pm 
no more dmca now.... seems like all passed
Azimuth Aug 11 @ 3:03pm 
@absoluteAquarian correct
Ed Aug 11 @ 10:24am 
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偶尔颜如玉 Aug 11 @ 6:55am 
SB DMCA
Ballet Shoe Aug 11 @ 6:10am 
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不二猫 Aug 11 @ 5:51am 
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hhhl41 Aug 10 @ 11:09pm 
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夏末拓 Aug 10 @ 10:58pm 
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SHengCao Aug 10 @ 9:48pm 
FUCK DMCA
AI 中等 Aug 10 @ 9:43pm 
FUCK DMCA