Project Zomboid

Project Zomboid

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[B42] Home Inventory Improved
   
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10 Jul @ 8:45am
17 Jul @ 6:32am
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[B42] Home Inventory Improved

Description
This is a complete rewrite using the original Home Inventory as reference.

Originally posted by maraganina:
Looted the 14th pipe wrench because you forgot you already had 13? Didn't take that sledgehammer because you already had one but now you realized that was on your previous character? This mod allows you to designate zones in your home(s) or base(s). A list of all items in those zones will be displayed in the new Home Inventory tab, available in the Character Info panel (Health screen) by clicking a new button in the sidebar.

Safe to add/remove mid campaign; doesn't overwrite any game files.

...

The Home Inventory mod allows the player to create and manage custom zones: "home" zones; similar to how the Animal system works in B42. The items inside home zones are fetched and saved, and can be seen as a list in a new tab panel called "Home Inventory" located in the Character Info panel (the heart icon). Home zones can cover multiple bases, and can also cover different areas of each base. It's up to you to decide how you will organize your bases and the items inside them.

The list of items is only fetched when you add or remove zones, or when you click the "Home Inventory" tab "Manage" button, so the mod has virtually no effect on performance.

If you are too far from a zone, their tiles will not be loaded, and the game will think your items don't exist. To prevent this, the mod saves the items of each zone to a cache, so you can keep checking your home inventory while you are away.




What's new?

This mod adds many extra features in addition to the currently existing ones in the original mod, which includes:

  • Quick Search: Right-click on an item will show whether you have collected that item and the current amount stored in your Home Inventory. (since 0.4.0)
    • NOTE: The amount of items collected for the default option is now placed in the tooltip of an item, visible when hovered. (since 0.5.0)





  • Container Tooltip: Hover over the container name of an item to show its inventory icon. (since 0.3.0)






  • Integration with Smarter Storage (since 0.3.0) (Thanks for the idea, @ivmakk!)
    • The "Container" column will now display the custom name set by the mod if it exists.

    • The custom icon and background will be used in the container tooltip when hovered.





  • Improved UI





    • The items panel can now be opened with a new button next to the "Designated Zones" button. (A new custom icon is also used.)




    • A refresh button to reload items without needing to re-open/close any panels.




    • Items sorting with ascending and descending order by clicking on the header text.




    • Selectable filter criteria with a drop-down list next to the search bar.




    • Resizable panel to expand all truncated texts to your heart's content.




  • Mod options: some previously hard-coded values (such as zone colors) can be adjusted and all changes made can be applied mid-game.



    • A key can be set to open/close the items panel (KP_ADD or "Numpad +" by default)

A number of bugs in the original mod is also fixed (hopefully):
  • Incorrect size reported by the zone manager panel. (A 1-cell zone will show up as 4)
  • (might be the same as the previous one) Zones bleeding into each other. (Two non-overlapping zones that are right next to each other will cause an item in one zone to show up in the other as a duplicate entry)
  • Interference to the display designated zones for animals. This mod does not hide or show them.

Incompatibilities

This mod only conflicts with the original one, but that's mostly because having 2 different items system is kind of redundant in my opinion.
It is planned that a special function to import mod data from the original mod for migration.

Final notes

A special thanks and all respects to the original mod's creator maraganina, I've been using your mod for a few months now, and it has been a convenience in every run of mine ever since, and of course, this mod would have never existed without your contribution to the Steam Workshop.

For everybody else, if you like this mod, be sure to check out the original one, too!

GLHF and keep on surviving! :3

Workshop ID: 3522009163
Mod ID: cf_home
Popular Discussions View All (3)
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16 Jul @ 12:24am
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11 hours ago
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13 hours ago
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36 Comments
x_Fire_Girl_x 2 hours ago 
@sam hi, so the strorage units (cabinets, wardrobes, etc) are functioning as though they are there, i can see them in the inventory window, but you cannot see the storage units themselves.

My kitchen sink had some soap and washing liquid placed on top of it, but now the sink with a cabinet underneath it is missing, and the placed items are now just on the floor where the sink and cabinet used to be. I think this is my own fault to be honest, I shouldn't of loaded the game before investigating ;-;
Sam  [author] 7 hours ago 
Sure, @Blagden! I have just the mod for your brain called "Press numpad+ with ur finger whenever u wanna find an item." Your experience should be much more seamless now. x3
Blagden 7 hours ago 
Awesome mod, can you port this over to my brain so I can always find my stuff?
Sam  [author] 7 hours ago 
@x_Fire_Girl_x, can you tell me more about these missing textures? Such as: are they not rendered in the world or are their icons not showing up in the inventory window?

Also, does the game show any errors? (usually a red box with a counter in the bottom-right corner)
x_Fire_Girl_x 8 hours ago 
sorry, so turns out I'm not missing my stuff, but all the textures are missing for my storage (cabinets, wardrobes, ect). Have I messed up completely, or is there a way to get the textures back?
x_Fire_Girl_x 8 hours ago 
noo, i foolishly loaded up my game without this mod as it said there was a problem (turns out it's because the latest patch for this mod), and I've now lost so much stuff in my game :( i didn't back up either (which is my own fault). Does anyone know if there is anything I can do about this, or have I just messed up big time? :(
Cosmo 11 hours ago 
@Sam Working like a charm, ty
Cosmo 11 hours ago 
@Sam will try to delete and readd
Sam  [author] 12 hours ago 
Hello again, @Cosmo . I was able to reproduce the mentioned bug in version 0.5.0 , which looks exactly like what you'd pasted, and I'm pleased to tell you that it is currently fixed in version 0.5.1 . Please try to update the mod to the latest version.

Regardless, thanks for the bug report! :D
Cosmo 18 hours ago 
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:43)
at zombie.ui.UIElement.onKeyRelease(UIElement.java:2814)
at zombie.ui.UIElement.onConsumeKeyRelease(UIElement.java:2805)
at zombie.ui.UIManager.onKeyRelease(UIManager.java:1912)
at zombie.input.GameKeyboard.update(GameKeyboard.java:56)
at zombie.GameWindow.logic(GameWindow.java:308)
at zombie.GameWindow.frameStep(GameWindow.java:916)
at zombie.GameWindow.mainThreadStep(GameWindow.java:642)
at zombie.MainThread.mainLoop(MainThread.java:76)
at java.base/java.lang.Thread.run(Unknown Source)
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