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Discover the Aether (aka Shimmer) biome, then check the help tips from the Automaton.
You can prevent the Automaton from moving into housing by disabling the option in the Magic Storage Server Config.
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.
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.
i uh, am not smart enough to understand like, half of that XD
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.
I’ve been looking into the filter issues, but I haven’t found a definite cause yet.
It helps, it sure does, thank you.
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.
The current logic resets parts of the UI when opening it, and that control just happens to be one of them.
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).
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.
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
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.
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.
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.
There's been some issues with the filters not working properly, but I haven't had time to look into it yet.
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.
i had to split this into two comments AND remove some commentary because of the 1000 character limit lol
There is currently no feature for mass-sacrificing items in storage
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.