Mods / Chest Organizer

Tags: #QoL
Author: Kathanon
Side: Client
Created: Nov 3rd 2024 at 7:46 PM
Last modified: Mar 4th at 11:45 AM
Downloads: 11681
Follow Unfollow 263

Latest release (for outdated Vintage Story v1.20.4):
ChestOrganizer-1.2.3.zip  1-click install


Note:
Make sure to get the correct version for the version of the game you are running. They are not cross-compatible between 1.19 and 1.20.
Click "Files" to see all available versions.

 

Features:

  • Open several containers in one window. Containers can be added and removed from the window as needed.
  • Sort contents of any container window by item id string. This generally gives a categorized sorting. (Sorting by item name is also available.)
  • Search items in container window by name and description.
  • "Open all containers in range" hotkey. All currently closed containers within reach are opened merged. Note: Can open containers through walls. Default key: R

 

Any suggestions or bug reports are welcome.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.2.3 3827 Mar 4th at 11:45 AM Show ChestOrganizer-1.2.3.zip 1-click install
v1.2.2 441 Mar 2nd at 7:34 PM Show ChestOrganizer-1.2.2.zip 1-click install
v1.2.1 601 Feb 28th at 9:17 AM Show ChestOrganizer-1.2.1.zip 1-click install
v1.2.0 190 Feb 27th at 7:53 PM Show ChestOrganizer-1.2.0.zip 1-click install
v1.1.1 631 Feb 24th at 3:58 PM Show ChestOrganizer-1.1.1.zip 1-click install
v1.1.0 792 Feb 21st at 2:50 AM Show ChestOrganizer-1.1.0.zip 1-click install
v1.0.3 2751 Dec 1st 2024 at 11:21 PM Show ChestOrganizer-1.0.3.zip 1-click install
v1.0.2 452 Nov 17th 2024 at 6:13 PM Show ChestOrganizer-1.0.2.zip 1-click install
v1.0.1 1528 Nov 6th 2024 at 11:59 PM Show ChestOrganizer-1.0.1.zip 1-click install
v1.0.0 409 Nov 3rd 2024 at 7:48 PM Show ChestOrganizer-1.0.0.zip 1-click install

96 Comments (oldest first | newest first)

💬 Hotbread100, 1 day ago

this mod sometimes crashes you when you open chests

💬 dizzyd, Apr 19th at 8:08 PM

Hi Kathanon - I submitted a PR to your repo that overhauls container detection to take into account walls and rooms. Hope it's helpful!

💬 Esjitu, Apr 18th at 10:26 PM

Had some issues I assume were also CarryOn related like Marshlello said. I was moving around some chests in my house and moved about 7-8 of them to another room with CarryOn. Before I did this I was using the open all hotkey to open all the chests in my house. After moving these chests, it seems like the open all key has a MUCH shorter range now, and basically only opens anything in the immediate radius of where I'm standing. I think it is still pulling through walls but since the radius shrunk so much I'm not really able to notice it and access, say, the chests in my cellar from my living room, like I could previously. Closing and relaunching the game didn't solve the problem either. For the record it's also not accessing containers I definitely DIDN'T move (ex. the stuff in my cellar) even though it had been before so it's not like it only broke access to containers I moved with CarryOn, it feels like the radius just shrunk significantly all of a sudden and me moving those chests is the only sort of catalyst I can think of that may have broken it.

💬 radfast, Apr 17th at 5:38 PM

I've made a code suggestion on your Github issues, as I believe there is an issue with chest inventories opened through Chest Organizer sometimes not then being closed on the server side, it may depend on specific player actions such as merging or splitting I can't be sure.

The "two versions" issue which TSense mentioned can occur if the player has started a game with mod version 1.1, exited to main menu, changed files to mod version 1.2, then attempted to load the world or any world again.  Hopefully uncommon.  In upcoming game version 1.21 we will pop up a dialog box warning the player and inviting them to quit and restart.

Access issues in multiplayer, ideally you should check whether a BlockEntity is claimed before adding its inventory to a set of open inventories.  In core game code since version 1.20.5 it should be impossible to actually take items in or out of another player's claimed chests, but (a) the claimed chest's contents can still be viewed using the mod, (b) it can appear that items are being moved in or out, i.e. there can be ghost items on the client side if an itemstack movement is actually blocked by the server

 

💬 Kathanon , Apr 9th at 8:37 AM

Marshlello
I've used it with Carry On without issue, what is the specific problem?
Are you sure you didn't simply forget to clear both hands? I know that happens to me a lot.

TSense 
That sounds like you somehow have the game trying to load two versions of the mod at once.

Adnyeus
That is fixed in the latest version.

💬 Marshlello, Apr 5th at 7:52 PM

Hi, I love the mod, especially it's interface (VERY reminiscent of Classic Fallout btw ;) ) but sadly CarryOn doesn't play nicely with it on my world. I'll have to do more testing but right now it's just not playing ball for me and I'll have to use an alternative. Thanks for your hard work though! <3

💬 TSense, Mar 24th at 2:45 PM

Worked fine for a while, today I notced the mod disabled itself. Now it throws

24.3.2025 15:41:34 [Error] [chestorganizer] An exception was thrown when trying to load assembly:
24.3.2025 15:41:34 [Error] [chestorganizer] Exception: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.<LoadFromPath>g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 481


💬 Adnyeus, Mar 24th at 12:07 PM

you can litterly take stuff from chest on any server :D

💬 Faeldray, Mar 16th at 9:04 AM

The Open All hotkey works great on single player but on a dedicated server, there seems to be a desync between client and server. Like if I use Open All, add some items, and then walk away, when my friend uses Open All 5 minutes later, he doesn't see the new items. Opening the containers manually or using the sort button appears to force the client to get the latest "version" of what's in the containers.

💬 Zadak, Mar 15th at 1:43 PM

Crash for no reason?

Running on 64 bit Windows 10.0.22631.0 with 64667 MB RAM
Game Version: v1.20.5-rc.3 (Unstable)
15/03/2025 02:42:31 PM: Critical error occurred in the following mod: chestorganizer@1.2.3
Loaded Mods: allsideshaveresin@1.0.0, ClaimsRadar@1.1.0, particlesplus@1.2.1, quickwaypoint@0.0.2, visibleore@1.0.1, game@1.20.5-rc.3, vsimgui@1.1.7, alloycalculator@1.0.0, chestorganizer@1.2.3, commonlib@2.6.1, daytrader@1.0.5, extrainfo@1.9.7, improvedhandbookrecipes@1.1.3, metalunittooltip@1.0.0, mobsradar@2.1.6, nemi@1.1.0, playerlist@2.1.5, simpleemotemenu@1.1.0, spawnhighlight@1.2.0, statushudcont@3.2.6, stickymousebuttons@1.1.1, versionchecker@1.1.0, creative@1.20.5-rc.3, survival@1.20.5-rc.3, mapwaypointcolors@1.1.2, extraoverlays@1.5.0
Involved Harmony IDs: chestorganizer
System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'The ThreadLocal object has been disposed.'.
at System.Threading.ThreadLocal`1.GetValueSlow()
at Vintagestory.Common.GameMain.RandomPitch() in VintagestoryLib\Common\GameMain.cs:line 54
at Vintagestory.Client.NoObf.ClientMain.PlaySoundAt(AssetLocation location, Double x, Double y, Double z, Single volume, Boolean randomizePitch, Single range) in VintagestoryLib\Client\Systems\Audio\SoundEngine.cs:line 139
at ChestOrganizer.MergedInventory.AddPart(IncludedInventory part, Boolean open) in E:\Programmering\VintageStory\ChestOrganizer\ChestOrganizer\MergedInventory.cs:line 86
at ChestOrganizer.MergedInventory.Add(BlockEntityOpenableContainer container) in E:\Programmering\VintageStory\ChestOrganizer\ChestOrganizer\MergedInventory.cs:line 71
at ChestOrganizer.MergedInventory.HandleServerPacket(BlockEntityOpenableContainer container, Int32 id) in E:\Programmering\VintageStory\ChestOrganizer\ChestOrganizer\MergedInventory.cs:line 136
at ChestOrganizer.MergedInventory.OnServerPacket(BlockEntityOpenableContainer container, Int32 id) in E:\Programmering\VintageStory\ChestOrganizer\ChestOrganizer\MergedInventory.cs:line 44
at Vintagestory.GameContent.BlockEntityOpenableContainer.OnReceivedServerPacket_Patch1(BlockEntityOpenableContainer this, Int32 packetid, Byte[] data)
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 Kyzan, Mar 14th at 7:19 PM

Had a crash when trying to open a vanilla clay storage vessel :

Running on 64 bit Windows 10.0.26100.0 with 16122 MB RAM
Game Version: v1.20.4 (Stable)
14/03/2025 20:15:47: Critical error occurred in the following mod: chestorganizer@1.2.3
Loaded Mods: acorns@0.7.2, aculinaryartillery@1.2.3, BetterGrass@0.0.3, chiseltools@1.14.12, bovinae@0.1.4, cervinae@0.1.3, dinornithidae@1.0.14, elephantidae@1.0.8, felinae@0.2.8, machairodontinae@1.0.23, pantherinae@1.1.23, rhinocerotidae@1.0.16, spheniscidae@1.0.8, viverridae@1.0.2, vombatidae@0.3.1, litbrig@0.7.3, millwright@1.1.8, moreicons@1.1.0, riflemodredux@1.1.2, terraprety@6.0.1, game@1.20.4, vsimgui@1.1.7, zoombuttonreborn@2.0.0, airthermomod@0.1.2, alchemy@1.6.48, animalcages@3.2.2, apegrapes@1.2.6, egocaribautomapmarkers@4.0.1, betterfirepit@1.1.5, betterruins@0.4.7, butchering@1.8.1, carryon@1.8.0-pre.1, chestorganizer@1.2.3, commonlib@2.6.1, composter@1.2.1, configlib@1.5.1, expandedfoods@1.7.4, foodshelves@1.5.3, fromgoldencombs@1.8.11-rc.7, herbarium@1.4.0, hydrateordiedrate@2.0.6, kevinsfurniture@1.6.4, lavoisier@1.3.1, spearexpantion@0.3.1, rockstratavariety@0.0.1, smithingplus@1.3.5, statushudcont@3.2.6, stonebakeoven@1.1.6, vanity@2.4.1, Verticality@0.3.1, creative@1.20.4, vsinstrumentsbase@2.0.1, survival@1.20.4, wildfarmingrevival@1.3.6, alchemistry@1.0.2, tradercamps@1.1.5, gespileslib@1.2.0, helvehammerext@1.7.0, playercorpse@1.11.0, stonequarry@3.4.3, vsinstruments_quackpack@1.0.2, wildcraftfruit@1.3.1, gespilesgran@1.0.1
Involved Harmony IDs: chestorganizer
System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'The ThreadLocal object has been disposed.'.
at System.Threading.ThreadLocal`1.GetValueSlow()
at Vintagestory.Common.GameMain.RandomPitch() in VintagestoryLib\Common\GameMain.cs:line 54
at Vintagestory.Client.NoObf.ClientMain.PlaySound(AssetLocation location, Boolean randomizePitch, Single volume) in VintagestoryLib\Client\Systems\Audio\SoundEngine.cs:line 64
at Vintagestory.Client.NoObf.GuiAPI.PlaySound(AssetLocation soundname, Boolean randomizePitch, Single volume) in VintagestoryLib\Client\API\GuiAPI.cs:line 101
at ChestOrganizer.MergedInventory.IncludedInventory.Open() in E:\Programmering\VintageStory\ChestOrganizer\ChestOrganizer\MergedInventory.cs:line 359
at ChestOrganizer.MergedInventory.AddPart(IncludedInventory part, Boolean open) in E:\Programmering\VintageStory\ChestOrganizer\ChestOrganizer\MergedInventory.cs:line 91
at ChestOrganizer.MergedInventory.Add(BlockEntityOpenableContainer container) in E:\Programmering\VintageStory\ChestOrganizer\ChestOrganizer\MergedInventory.cs:line 71
at ChestOrganizer.MergedInventory.HandleServerPacket(BlockEntityOpenableContainer container, Int32 id) in E:\Programmering\VintageStory\ChestOrganizer\ChestOrganizer\MergedInventory.cs:line 136
at ChestOrganizer.MergedInventory.OnServerPacket(BlockEntityOpenableContainer container, Int32 id) in E:\Programmering\VintageStory\ChestOrganizer\ChestOrganizer\MergedInventory.cs:line 47
at Vintagestory.GameContent.BlockEntityOpenableContainer.OnReceivedServerPacket_Patch1(BlockEntityOpenableContainer this, Int32 packetid, Byte[] data)
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleBlockEntityMessage(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 440
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 Zadak, Mar 13th at 5:10 PM

Is there any way to have a "undo" button for sorting? I accidentally pressed it and I had A LOT of chests open. Spent 15+ minutes re-organizing them after that simple button press mistake.

Either that or have a requirement to double-click the button to do the action or just make the space between the buttons bigger

💬 Aleque, Mar 9th at 8:29 AM

Another problem this mod creates. It prevents me from placing 4 items at once on the ground, using Ctrl+Shift+RMB. I even tried remapping Ctrl and Shift to other keys. I disabled this mod and it works again. It's a shame, because this mod is awesome, otherwise. EDIT: I apologize, I don't think this mod creates the problem, after all. But it would still be nice if it would open player inventory, as well, after pressing R.

💬 Raehi, Mar 9th at 5:33 AM

I don't see an option for chaning the modifier keys such as shift. It causes incompatibilty with mods that also bind it by default, like carry on. I can simply change the carry on key but it'd be nice to be able to change the keybinds from this mod as well.

💬 Taeo, Mar 9th at 4:20 AM

Thanks for fixing the locked chest thing, although the mod version doesn't seem to be enforceable from the server side so its still an honor system kind of thing 😅

💬 Aleque, Mar 7th at 11:51 AM

If I open all bags with R and press Shift+LeftClick on an item (in the chests on the ground), then it won't transfer it to my inventory, unless I manually open my inventory first. Any way to fix this? Or is there a way to automatically open my inventory, as well, when pressing R?

💬 Kathanon , Mar 7th at 5:07 AM

I have also experienced this, but haven't been able to pin it down. Thanks for letting me know you also have had it happen.

💬 Fireascending, Mar 7th at 3:49 AM

When I open a chest for the first time it opens it as the merged interface, but after closing and opening again it opens like vanilla. is this a known issue? I'm playing LAN with this as the only mod

💬 Aleque, Mar 5th at 9:11 AM

Thank you so much for making this!

💬 Kathanon , Mar 5th at 1:03 AM

esilon
Works for me.
Can you give any more details?
Can you replicate it with only this mod active?

💬 Kathanon , Mar 5th at 12:52 AM

I'll look into it.

💬 esilon, Mar 4th at 6:03 PM

When I have the mod activated it does not let me open the deer saddlebag

💬 Kathanon , Mar 4th at 11:45 AM

Version 1.2.3:

  • Fixed "open all" not respecting locked chests.
💬 Faeldray, Mar 4th at 3:02 AM

Thank you so much for the Open All hotkey, it makes inventory management a million times easier!

💬 Taeo, Mar 4th at 1:31 AM

All open doesn't respect locked chests!

💬 HalfAxd, Mar 2nd at 8:50 PM

Thank you Kathanon for adding the all open command...

It's a great help for my style of game play with crap strewen all over the place. 😂

💬 Kathanon , Mar 2nd at 7:38 PM

Version 1.2.2:

  • Fixed issues with the mod not working properly after exit to menu & loading world again.

 

Thanks DanaCraluminum.
The code you looked at is old (I was working on a branch). In later versions I was at least not applying it multiple times, but I wasn't unloading them.
I've done mostly RimWorld mods before, where the game is always restarted when applying mods.

💬 DanaCraluminum, Mar 2nd at 5:50 PM

World reload kills all mod functionality until the game is restarted completely.

You need to unload harmony patches here 

Example of how to do it

💬 Zadak, Mar 2nd at 2:17 PM

I just wanted to report the same issue as written below

Sometimes the mod doesn't seem to load correctly. For me I found that the "R" shortcut works, but the buttons in the upper left corner of storages does not work. Reloading the mods doesn't fix it, but a game restart, works.

💬 Kyzan, Mar 2nd at 10:37 AM

Bug report here :) 

Noticed the same error as Tsukasa, sometimes on launch the mod doesn't seem to load, or at least the merge; (even using the shortcut) and organize options are not present.
Always fixes itself after a game restart (at least in my experience so far, i have been using the mod for more than 80~ish hours on two different worlds [in 1.20.4stable singleplayer] in the past two weeks or so)

Great mod, thank you for your work, wishing you the best and all that :p no but seriously i'm very grateful and do really enjoy your mods :))
Hope that'll help in bug-fixing ^^

💬 LunarSophie, Mar 2nd at 3:18 AM

Is there a way to save the merge?

💬 Tsukasa, Mar 1st at 1:15 PM

The best mod for orginizing, I found some bug if you log out/log back or sometimes even in game the search and orginize button disappear, you have to close complete the client, but the sort and priotity stays, mb because its a separate gui.

Suggest: organize make different perish items to combine, could be really nice to prevent that, thanks for your work

💬 Kathanon , Mar 1st at 5:21 AM

Ryumachinae
You'd think so, but the game works in client-server mode even in single player.

💬 Catvocation, Mar 1st at 12:25 AM

Kathanon Works great! Love this new feature thanks for your hard work. Makes the game more playable.

💬 Junrall, Feb 28th at 6:19 PM

KathrynAnon

Seems that I'm one step behind... or rather, you're one step ahead!

💬 Ryumachinae, Feb 28th at 5:23 PM

I was playing single player but there shouldnt ever be desync between "client and server" if therye the same computer??

💬 Kathanon , Feb 28th at 9:18 AM

Version 1.2.1:

  • Fixed bug that would cause desync between client and server, making items appear duplicated or missing.
💬 Kathanon , Feb 28th at 8:47 AM

Ticrom Catvocation Ryumachinae

That behavior is typical for when there is a desync issue tetween client and server. The items are never duplicated, it's just the client thinking it is.
I'll look into it.
It would help to know if you were playing solo or multiplayer.

 

Junrall

See my previous comment.

💬 Junrall, Feb 28th at 6:34 AM

Kathanon

A few days ago I asked about maybe adding the ability to open and merg all nearby chests at once. I guess its a feature already?? I just now  realized that I can press R to open all nearby chests within range... and best of all, they open merged!

I'm not sure if this is a vanilla thing or maybe a mod I have that opens all of the chests, but I am very happy for it!

 

💬 Ticrom, Feb 28th at 1:15 AM

Here to confirm. Any items taken out of chests are just ghost items.

💬 Catvocation, Feb 28th at 12:32 AM

Experiencing the same issue. When I take items from my chests using the "Open all containers in range" feature it shows in the inventory but the game acts as if I never had it. If I toss the items they vanish. But if I grab them out of the chest manually this doesn't happen. Seems to be a bug with the new feature.

💬 Ryumachinae, Feb 27th at 9:17 PM

Great thank you! Ill test it out.

(Edit): Okay the button works but it has created a VERY serious item dupe bug. with my inventory and a lot of chests open, if I shift click on something in my inventory to put into the merged chest window, it will instead go into my hotbar. and then trying to move it from there into the merge chest will dupe it both inside the merged chest and back into my hotbar. the same behaviour can occur trying to manually hold alt and move something from my hotbar or inventory.

(Edit 2): After disabling this mod, the duped items dissapeared, very interesting. It might just be a visual bug but still makes this very difficult to use.

💬 Kathanon , Feb 27th at 7:55 PM

Version 1.2.0:

  • Added "Open all containers in range" hotkey. All currently closed containers within reach are opened merged. Note: Can open containers through walls. Default key: R
  • Added "Detach all" icon to merged window.

Upon popular demand.

💬 HalfAxd, Feb 26th at 7:33 PM

I second @Ryumachinae request for an open all inventory containers in x range.  It would be a blessing for those like me who (alteast in the early game) have too much junk stored all over the place in little baskets & jars.  ;)

Thanks for being a modder and helping the community!

💬 Kathanon , Feb 26th at 12:00 PM

There is not. Others have also asked for that, so I may add it in the future.

I did, however, forget to update the description after changing the sorting, so you may want to read it again now.

💬 Ryumachinae, Feb 26th at 6:22 AM

I didn't see anything in the description, but is there a kind of "Open all in-range containers" button? Otherwise I find the way this mod sorts items less convenient than sorting it myself

💬 Kathanon , Feb 25th at 8:43 PM

ThatLamer
It should. Depends on how much of the vanilla code they've replaced for their chests.
If you find any that don't work, let me know and I'll see if it would be easy to support.

prototype464
No specific breaking changes, I just haven't tested the newer versions with 1.19.8.
Edit: Sorry, I mixed it up with another mod. There was a breaking change in the game, it won't work.

💬 ThatLamer, Feb 25th at 7:29 PM

Does this work with modded storage, such as the upgraded metal chests from QOLcraft? Already blowing my socks off with the search option and it working on player inventory.

💬 prototype464, Feb 25th at 6:11 PM

Do the 1.20.4 versions work in 1.19.8 or was there a breaking change?

💬 Kathanon , Feb 24th at 10:19 PM

Junrall Not in the short term. I'll keep it in mind for possible future additions, though.

💬 Nexusdog, Feb 24th at 6:57 PM

@Kathanon Nice one mate! Cheers

💬 Junrall, Feb 24th at 6:23 PM

Any plans to add a way to link chests together so that when one opens, they all open? If so, maybe include a proximity check to ensure the player is near the linked chests. You wouldn’t want chests that are several blocks away to open.

💬 Kathanon , Feb 24th at 3:59 PM

Version 1.1.1:

  • Fixed bug causing delayed crash after a chest that was open in a merged window was picked up with the Carry On mod.
💬 Nexusdog, Feb 23rd at 8:58 AM

First time was a wooden trunk, happened again later but I wasn't paying attention to what I was doing so I can' provide specifics - it was late, past my bedtime :-)

💬 Kathanon , Feb 23rd at 1:48 AM

Nexusdog What kind of container were you opening when this occurred?

💬 Nexusdog, Feb 23rd at 12:42 AM

Running on 64 bit Windows 10.0.26100.0 with 65252 MB RAM
Game Version: v1.20.4 (Stable)
23/02/2025 00:39:15: Critical error occurred in the following mod: chestorganizer@1.1.0
Loaded Mods: angelbelt@1.6.0, backpackpackpluscontinued@1.0.0, backpackpackplusfg@1.3.0, backpackpackStandardcontinuedSturdy@1.1.0, bagofholding@1.0.8, bettercrates@1.8.0-rc.4, bettersticks@1.2.0, bettertraders@0.0.9, biggerbackpacks@1.1.1, landformoverhaul@1.0.1, craftstones@0.0.1, vichnybackpack@2.1.1, extrachests@1.9.0, FlexibleTools@3.3.1, hangingoillamps@1.0.3, increasedstoragecapacity@0.0.2, jackscomposting@1.2.1, jewelrysilver@1.0.5, juicyores@1.0.0, molds@0.1.7, MoreTorchHolders@1.0.0, mushroom@1.0.2, nomonsters@1.0.3, norustcreatures@0.0.1, oakysodroof@1.0.0, OresAPlenty@3.3.0, primitivesurvival@3.7.5, qolcraft@2.1.2, reallynomonsters@1.2.0, recyclemetalwork@1.0.3, Sergsmetaltongs@2.0.0, SmallWindows@1.2.1, terraprety@6.0.1, usefulshears@1.0.0, velthorianbags@1.0.0, visibleore@1.0.1, game@1.20.4, vsimgui@1.1.7, warmerclothing@1.1.0, AbsoluteProspecting@1.500.02, animalcages@3.0.3, apegrapes@1.2.6, apewindows@1.2.0, egocaribautomapmarkers@4.0.1, awearablelight@1.1.31, bedspawnv2@1.4.0, BetterProspecting@1.3.0, betterruins@0.4.7, carryon@1.8.0-pre.1, chestorganizer@1.1.0, commonlib@2.6.1, configlib@1.5.1, danatweaks@3.4.0, evenstillnecessaries@1.1.3, herbarium@1.4.0, knapster@2.13.2, lootablebloomery@1.0.0, metalfreechests@1.0.0, mobsradar@2.1.6, morebags@1.2.0, nohands@0.1.1, nemi@1.1.0, oneroof@1.8.0, rivers@4.1.0, sc@1.0.0, simpletailoring@1.1.6, slvmegapatch@1.4.0, smithingplus@1.2.5, statushudcont@3.2.6, stepupcontinued@0.0.1, storageoptions@1.0.2, tentbag@2.2.0, th3dungeon@0.4.1, vanillamoremolds@1.1.2, vesselpack@1.0.0, vtpp@1.1.1, creative@1.20.4, survival@1.20.4, vsvillage@1.0.6, warmarmor@1.2.0, webstotwine@1.20.1, xlib@0.8.12, glassmaking@1.4.1, playercorpse@1.11.0, roofrecycling@1.0.2, simplevillages@1.0.1, th3dungeontopentrance@0.4.0, vsvillagedesert@1.0.0, vsvillageindustrial@0.0.4, xinvtweaks@1.6.10, xskills@0.8.12
Involved Harmony IDs: chestorganizer
System.NullReferenceException: Object reference not set to an instance of an object.
at ChestOrganizer.GuiElementBlockList.<.ctor>g__MakeStack|23_0(BlockEntity entity) in E:\Programmering\VintageStory\ChestOrganizer\ChestOrganizer\GuiElementBlockList.cs:line 97
at System.Linq.Utilities.<>c__DisplayClass2_0`3.<CombineSelectors>b__0(TSource x)
at System.Linq.Enumerable.SelectListIterator`2.ToList()
at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
at ChestOrganizer.GuiElementBlockList..ctor(ICoreClientAPI capi, ElementBounds bounds, MergedInventory inventory) in E:\Programmering\VintageStory\ChestOrganizer\ChestOrganizer\GuiElementBlockList.cs:line 86
at ChestOrganizer.GuiDialogMergedInventory.Compose() in E:\Programmering\VintageStory\ChestOrganizer\ChestOrganizer\GuiDialogMergedInventory.cs:line 71
at ChestOrganizer.MergedInventory.UpdateDialog(ICoreClientAPI api) in E:\Programmering\VintageStory\ChestOrganizer\ChestOrganizer\MergedInventory.cs:line 33
at ChestOrganizer.MergedInventory.AddPart(IncludedInventory part, Boolean open) in E:\Programmering\VintageStory\ChestOrganizer\ChestOrganizer\MergedInventory.cs:line 72
at ChestOrganizer.MergedInventory.Add(BlockEntityOpenableContainer container) in E:\Programmering\VintageStory\ChestOrganizer\ChestOrganizer\MergedInventory.cs:line 63
at ChestOrganizer.MergedInventory.HandleServerPacket(BlockEntityOpenableContainer container, Int32 id) in E:\Programmering\VintageStory\ChestOrganizer\ChestOrganizer\MergedInventory.cs:line 100
at ChestOrganizer.MergedInventory.OnServerPacket(BlockEntityOpenableContainer container, Int32 id) in E:\Programmering\VintageStory\ChestOrganizer\ChestOrganizer\MergedInventory.cs:line 38
at Vintagestory.GameContent.BlockEntityOpenableContainer.OnReceivedServerPacket_Patch1(BlockEntityOpenableContainer this, Int32 packetid, Byte[] data)
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleBlockEntityMessage(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 436
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 Kathanon , Feb 21st at 12:17 PM

Matiamo

There are no keys used except for modifier keys (i.e. shift and ctrl). What is the issue more specifically?

Could it be that you forgot to empty your left hand slot before trying to pick something up? Happens to me all the time. :)

💬 Matiamo, Feb 21st at 9:46 AM

Having an issue when using this with carry on. I can't find a w ay to change keybindings.

💬 Kathanon , Feb 21st at 3:06 AM

Version 1.1.0:

  • Fixed bug causing teal highlight to stay visible if merged dialog is closed with escape key.
  • Fixed bug causing mouse wheel to always scroll the list of merged containers even if mouse is over the inventory grid.
  • Added merging of all open container windows when holding shift and clicking merge button.
  • Switched to sorting by item identifier string, this should give a more logically grouped sorting. Old sort by name is avaliable by holding shift.
  • If shift and/or control is held when opening a container, then the logic for deciding if it is opened in the merged window is flipped (i.e. merged if no merged window, separate if there is).
  • Added find and sort buttons to player inventory.

I'm still considering what to do about the request for a way to open all nearby containers.

💬 Kathanon , Feb 8th at 10:45 PM

I've been having some real world issues that have prevented me from doing anything with my mods for a while. I will look into all of the comments that have accrued when that is done with.

💬 MrHawk, Feb 7th at 10:19 PM

I got same issue as AngryOscar... tried to mess with merge option and now there is blue box outline around left part of double chest.

💬 JimmyMac, Feb 7th at 10:16 PM

any thoughts on updating this mod? I really really love it. I was thinking a cool adition would be if you hit merge on a chest it would auto open and merge all nearby chests to 1 window. Or a setting to open chests in merge mode by default. Usually I am opening 1 chest hitting merge and then opening all my other chest after that so they just all go to the 1 merge window

💬 AngryOscar, Feb 3rd at 1:52 AM

theres a blue outline around chests that idk how to get rid of

💬 9ghtX, Jan 29th at 6:30 AM

Could you, please, change sort algorithm from alphavetical to something like from this mod?

💬 Cookie12000, Jan 28th at 11:11 PM

yeah, having every opened chest auto merge (even the first one you open) would be awesome since we'd finally have an actual container UI upgrade that has been missing for so long (hate seeing container inventories show up on the far sides)
Otherwise cool mod :)

like for example have a config file that states if automatic merging of every chest is allowed and then have the mod merge every chest you open while opening it, instead of after pressing the merge button. That way even if you open only one chest, it will still show up nicely on the bottom side of the screen.

💬 Faeldray, Jan 28th at 5:51 PM

Just want to say I second the idea of making the merging permanent. Maybe through a block similar to QP's Storage Controller if that makes things easier.

💬 zackadiax24, Jan 7th at 5:53 PM

Also, aving an option so that merging is automatic would be awsome as well.

💬 zackadiax24, Jan 3rd at 3:24 AM

Would it be possible to make it so you can open all of the chest around you in merge mode with a single keypress?

💬 Kathanon , Jan 1st at 12:49 AM

That is actually my next planned feature.

💬 Xorberax, Dec 31st 2024 at 3:36 AM

Could you also make it so that we can sort our own inventory? Great mod!

💬 Kathanon , Dec 31st 2024 at 1:58 AM

Hm. That requires some thought to make it easy to use. I'll think about it.

💬 ScorchedAce, Dec 31st 2024 at 1:53 AM

Would it be possible to add an option somehow to make the merging... permanent unless I manually unmerge them? Like is there a way to make it so that once I merge the inventories, when I open them again, it always opens all merged inventories? 

 

All in all, absolute game-changer mod and has instantly gone on my "always added" list. 

💬 zackadiax24, Dec 25th 2024 at 2:49 PM

tip: If you open an inventory, then merge it, any inventory you open after that will also be automatically merged.

💬 warpStory, Dec 24th 2024 at 10:39 PM

Love the mod, I've only been using it for the sort feature but finall figured out how to use the merge feature. I like the idea of merging but clicking that small button is gonna be too challenging to do quickly. I think it would be much better to have a hotkey to quickly merge all open containers, that would be a much more smooth experience

💬 Kathanon , Dec 1st 2024 at 11:24 PM

Update:

  • Support for 1.20.0-pre.13.

KaZlos: They changed the name of a field in the latest version. I've updated the mod to match.

💬 Kathanon , Dec 1st 2024 at 11:12 PM

Mendall That is actually the intended behavior. Using the sort button from my mod on a merged window also sorts between boxes.

💬 Mendall, Nov 21st 2024 at 3:08 AM

Kathanon ok I added your mod and yes it does work with Xandus inventory tweaks and the search function is a godsend.

However, when using them together, there is one thing to watch out for. If you merge several boxes together then sort them using xandus sort, the items will be sorted across boxes, messing up any system you had in place.

So if you have boxes merged, by careful with sorting unless you intend the box contents to be changed.

💬 KaZlos, Nov 20th 2024 at 5:41 PM

Game crashes when clicking the merge button

here's the log: PWD: vintage https://privatebin.net/?da446c1a5dc48885#FDJsx8KjSr9Mq3AwYp8TWkWnDBcvEmoEgt93HtD8NsB3

💬 Mendall, Nov 18th 2024 at 10:34 PM

Kathanon thank you, ill give it a try and post in here what I find out. but full disclosure im running over 90 mods now so if it dont work your mod might not be the problem. Never knowing why something is not working is one of the drawbacks of being a mod junky.

💬 Kathanon , Nov 18th 2024 at 1:50 PM

Update:

  • Fixed the incorrect game dependency in 1.0.2. I updated the release instead of making a new one, so re-download the 1.0.2 version to fix the issue.
💬 Kathanon , Nov 18th 2024 at 1:44 PM

Should work, unless it adds controls in the same place on the title bar. Their features may or may not affect the merged window - depends on how they hook into it.

Why don't you just try and see?

💬 Mendall, Nov 18th 2024 at 2:34 AM

I would love to have some of this mods features, like all boxes in one and a search bar, but can't bring myself to give up the features of xandus inventory tweaks, dose's anyone know if they are compatible.

💬 Kathanon , Nov 17th 2024 at 11:34 PM

Ah. I'll update the version. Sorry about that.

💬 KonaCoffeeDrgn, Nov 17th 2024 at 6:47 PM

Tried to download and install v1.0.2 the 1.20.0-pre but says "Unable to load mod. Requires dependency v1.20.0" Running currently 1.20.0-pre13

💬 Kathanon , Nov 17th 2024 at 6:16 PM

Update:

  • Support for 1.20.0-pre branch. Note: This version does not support 1.19.8.
💬 Kathanon , Nov 12th 2024 at 6:29 AM

Nice.

I haven't tested in immersive mouse mode, so do let me know if you find anything strange that you think may be unintended.

💬 JimmyMac, Nov 10th 2024 at 9:13 PM

It is working now. I am not sure why it did not work other than I installed it with the 1 click install link the first time and then downloaded the zip to replace it the second time. Also I have a hunch it might be a glitch becuase I play in immerseive mouse mode and I know most don't. I've experienced mods that work fine but have issues when Immersive is turned on. Who knows

💬 Kathanon , Nov 10th 2024 at 2:41 AM

That's strange. Any errors in the log?

💬 JimmyMac, Nov 9th 2024 at 11:31 PM

Just updated and the interface in the upper corner disapeared. Its just a normal container window

💬 Kathanon , Nov 7th 2024 at 12:01 AM

Update:

  • Fixed bug causing freeze when sorting chest with stacks of same item with different spoil timers.

JimmyMac, GinGerman :
Fixed it. :)
Thanks for the good bug reports.

💬 Kathanon , Nov 6th 2024 at 11:26 PM

JimmyMac, GinGerman :
I will look into it.

OakLucy:
If you hover over a chest in the list on the left, then it is highlighted in the world and its slots are marked in the grid.

💬 JimmyMac, Nov 6th 2024 at 1:07 PM

I can confirm - any 2 stacks of the same parishable item where the 2 stacks have different amounts of freshness or rotting cause the game to crash when you hit the sort contents button.

💬 GinGerman, Nov 5th 2024 at 9:31 PM

There has been a crash when sorting containers, the perp being either Wildcraft and its sub-mods OR it is related to two stacks of foodstuffs with different degrees of freshness. It seems to crash the entire thing, freezing the game to the point of it not recovering after ten (!) minutes of waiting. It happened with several containers, both modded and vanilla, where every time I had two stacks of the same item that were split due to one rotting in, say, 3 days while the other would rot in 2.

I am not exactly sure if that is still caused by some mod screwing things up. I can't even tell if it is because the full, max-stack of items was to be "sorted" into the older stack, causing a freeze from the mod trying to calculate what the "new" freshness of the resulting stack/s should be.

💬 OakLucy, Nov 5th 2024 at 2:50 PM

I would like the windows to be separated somehow. By color or by rows. Like one container, one color of the windows or one row... I have a hard time knowing what to sort where. :D But otherwise the mod is great. :D

💬 Kathanon , Nov 4th 2024 at 7:26 PM

Thank you. :)

💬 GinGerman, Nov 4th 2024 at 5:06 PM

his mod is absolute LEAGUES above the other Sortable Storage mod! The merging alone is such a smooth and simple experience, it's crazy how well this works! Good job!

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