Mods / MoreInventorys

Tags:
Storage Code
Author:
InfantryMan
Side:
Both
Created:
Jul 15th at 6:54 PM
Last modified:
Aug 3rd at 7:45 PM
Downloads:
8390
Latest release (for Vintage Story 1.22.0 - 1.22.5, potentially outdated):
MoreInventorys_1.22.3-1.0.19.zip  1-click install

Hello everyone

At the beginning, I have to say that I'm not a programmer, I'm just learning, and I really like VintageStory! That's why I decided to try to combine the pleasant with the useful, and that's how I came up with the idea of making a mod that would include the things I didn't have enough of in the game.

 Even with Minecraft, I didn't like placing a chest on top of another chest when they were just hanging in the air, so I always wanted some shelves or racks to organize my storage in a convenient and beautiful way!

That's why, the first and most important thing in fashion is storage racks, not items! But other containers, chests, storage vessels, and crates!

 Features of storage racks:
 - To place a container on a rack, you need to hold it in your hand and press the right-click button on the slot for the container.
- Racks dynamically change the number of slots based on the type of container placed on the rack (double chests provide the most slots).
 - To remove a container from a rack, you need to break the rack itself.
- currently available for installation on shelves: all vanilla chests, storage vessels, ragoz basket (from this mod), and crate (from this mod)
- unfortunately, I couldn't make vanilla crates and baskets render textures, but I'll get to it eventually. For now, they can't be used, so I made my own variations of baskets and crates.

 There's also a stick rack for starting the game, crafted from sticks and rag, and it can only hold a ragoz basket (from this mod).

As you have already understood, there are boxes for 16 slots and a basket from ragosa for 8 slots.

 There are also stands for weapons, a horizontal option - only for swords, a vertical option for all weapons/tools.

 And of course a stand for shields and swords.

 That's all for now! I hope you enjoy it. If you encounter any bugs, please let me know, and I will try to fix them =)


=====================================================================================
IMPORTANT! DANGEROUS! READ ME!

If you have installed my mod and later decide to update the game to a different version (either older or newer), you must do this by manually downloading and installing the game through the website. Only then will everything work correctly!

However, if you choose to update the game through the in-game interface, all blocks from the mod that you have already placed will break — they will no longer function properly. Keep in mind that if you place new blocks after the update, they will work just fine. It seems to be some kind of bug that occurs specifically when updating the game through the in-game interface.

So, either don't update the game at all, or always update it manually!

=====================================================================================

== BLOCKS ==

— SHELVES —
• Food Shelf v.1 (Oak) — food storage shelf

— RACKS—
• Double Rack 2x3 
• Double Rack 2x2 
• Rack 1x3
• Rack 1x2

— WOODEN RACKS —
• Double Rack 2x2 
• Double Rack 2x3 

— STICK RACK —

• Stick Rack 2x2

• Stick Rack 1x2

— WEAPON STANDS —
• Shield/Sword Stand v.1
• SH Sword Stand v.1
• SV Weapon/Tool Stand v.1

— STORAGE —
• Closed Crate
• Cattail Basket 

== ITEMS ==

— RACK RAILS (10 metals) —
• Rack Rail (Iron, Copper, Tin Bronze, Bismuth Bronze, Black Bronze, Gold, Silver, Lead, Tin, Zinc)
• Rack Rail Corner — corner variant
• Rack Rail Line — line variant

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.19 moreinventorys
1.22.0 - 1.22.5
1519 Aug 3rd at 7:45 PM MoreInventorys_1.22.3-1.0.19.zip 1-click install

Made a new cabinet, this time a big 'Large Open Shelf & Door Cabinet', takes up 2 blocks in width, holds 48 slots, each slot is rendered, you can neatly arrange your items! I really liked how the ingots look lying here, I think for the forge we need to make separate cabinets for storing ingots, plates, and things like that, by the way if you have any ideas, they are welcome ;)

The restrictions are the same as before, you can only store items in the cabinet, not blocks (except ceramic kitchenware), tools and weapons are also not supported

Spoiler!

1.0.18 moreinventorys
1.22.0 - 1.22.5
557 Aug 2nd at 6:48 PM MoreInventorys_1.22.3-1.0.18.zip 1-click install

1 - Updated the model for the Drawer and Niche Cabinet — vertical beams now have a different color for a better look.
2 - Added a new cabinet: Open Shelf & Door Cabinet. The difference from the first one is that there is no pull-out drawer — instead, there is a door that opens to access the shelves, with all items visible on them. The niche has been moved to the top, resulting in an open top shelf + top niche + 2 enclosed shelves behind the door, totaling 16 slots, 4 on each shelf.

The same restriction applies: you can only store items that are not blocks (cannot be placed in the world), with the exception of ceramic cookware. Weapons and tools are also not allowed — there are other containers for that (and besides, how would I render a huge scythe or sword on a tiny shelf? :D )

Spoiler!

1.0.17 moreinventorys
1.22.0 - 1.22.5
588 Jul 31st at 12:59 PM MoreInventorys_1.22.3-1.0.17.zip 1-click install

IMPORTANT! IF YOU HAVE ALREADY PLACED DRAWER CABINETS EARLIER - IT IS RECOMMENDED TO PICK THEM UP AND RE-PLACE THEM BEFORE UPDATING THE MOD!

Why? I've added a restriction for the drawer cabinet - now you can only store items in it, not blocks, not tools, not weapons, only items! Because of this, there may theoretically be errors when you open the inventory and find an item that shouldn't be there.

For our new drawer cabinets, I've added item rendering for the top and bottom shelves. In the interface, you can now conveniently arrange items - I think it's intuitively clear how it works. There are now 16 slots: 4 on top, 4 on the bottom, and 8 in the drawer (items in the drawer are not rendered because the drawer is animated - I don't yet know how to implement that).

Spoiler!

1.0.16 moreinventorys
1.22.0 - 1.22.5
364 Jul 30th at 2:09 PM MoreInventorys_1.22.3-1.0.16.zip 1-click install

Added a drawer and a niche cabinet with animation for the drawer

1.0.15 moreinventorys
1.22.0 - 1.22.5
806 Jul 26th at 11:19 AM MoreInventorys_1.22.3-1.0.15.zip 1-click install

Now if you put a storoge vessel in the racks, the slots that the storoge vessel gave will give a bonus for storing products, as if they were in the storoge vessel.

To check, I added the ability to visually show (highlighted in green) which slots the container gave, just click on the container icon on the left, and the green highlight will show which slot it gave, and the slots from the storoge vessel behave differently.

In the screenshots below, I have highlighted the trunk so that you can see where its slots are. The other slots are from the storoge vessel, and you can see that the grain storage time in the trunk slots is worse than in the storoge vessel slots.

 

Spoiler!


Of course, the basement bonus works, and now it's more convenient and cost-effective to store products on racks in the storoge vessel =)

1.0.14 moreinventorys
1.22.0 - 1.22.5
88 Jul 26th at 8:29 AM MoreInventorys_1.22.3-1.0.14.zip 1-click install

Now you can climb the racks like a ladder :3

1.0.13 moreinventorys
1.22.0 - 1.22.4
265 Jul 25th at 8:40 PM MoreInventorys_1.22.3-1.0.13.zip 1-click install

Fixed all the errors that appeared in the game logs, I spent a whole week on it, and all I had to do was add 1 field ..

public override int DisplayedItems => MAX_CONTAINER_BLOC_SLOTS; so that it wouldn't try to render items, a whole WEEK! I even completely rewrote the code, and then I found this field.. I'm very sad :D


there were also errors in the logs for rackrail items, which I also fixed

I also created a memory leak, and now the mod should be comfortable to play. Finally, I can focus on improving the mod instead of fixing what's broken.

p.s. There's still a bug in the crates and baskets, where Shift + Right-Click doesn't move items from the inventory to the crate/basket, but instead moves them to the hotbar. I haven't figured out how to fix this yet, but I'll update it later (it works as intended on racks, where there's a single code....)

1.0.12 moreinventorys
1.22.0 - 1.22.4
293 Jul 24th at 8:58 PM MoreInventorys_1.22.3-1.0.12.zip 1-click install

added translation for product shelves and support for 1.22.5. When updating from a game version of 1.22.4 or lower to version 1.22.5, you need to demolish all mod blocks and then rearrange them

1.0.11 moreinventorys
1.22.0 - 1.22.4
851 Jul 20th at 3:52 PM MoreInventorys_1.22.3-1.0.11.zip 1-click install

fixed "Index was outside the bounds of the array"  =)

1.0.10 moreinventorys
1.22.0 - 1.22.3
391 Jul 19th at 9:02 PM MoreInventorys_1.22.3-1.0.10.zip 1-click install

Fixed a bug with racks 1x2 variants, now you can put items in them :D

1.0.9 moreinventorys
1.22.0 - 1.22.3
80 Jul 19th at 7:01 PM Release Retracted

Retraction Reason:

you cannot put items in raks 1x2

Changelog:

As you requested, I added the 2x2 and 1x2 Rack options, as well as the 1x2 rackstic option, and slightly improved the optimization

1.0.8 moreinventorys
1.22.0 - 1.22.3
257 Jul 19th at 4:08 PM MoreInventorys_1.22.3-1.0.8.zip 1-click install

potential memory leak fixed (when deleting blocks/unloading a chunk, there were no event unsubscriptions, so I added one, which should help)

1.0.7 moreinventorys
1.22.0 - 1.22.3
587 Jul 18th at 7:53 AM MoreInventorys_1.22.3-1.0.7.zip 1-click install

fix add trunk in 1x3 rack

1.0.6 moreinventorys 58 Jul 18th at 6:52 AM MoreInventorys_1.22.3-1.0.6.zip 1-click install

Added a new rail item for crafting shelves. The recipe is now unique, and you'll need to smith the rails on an anvil!

1.0.5 moreinventorys 319 Jul 17th at 4:51 PM MoreInventorys_1.22.3-1.0.5.zip 1-click install

added dynamic modification of the racks interface

1.0.4 moreinventorys 50 Jul 17th at 4:18 PM MoreInventorys_1.22.3-1.0.4.zip 1-click install

fixed a bug with rackstick, where trying to add a basket to a busy slot caused a crash

1.0.3 moreinventorys 429 Jul 16th at 7:57 PM MoreInventorys_1.22.3-1.0.3.zip 1-click install

added sync with the server for all blocks. Current version!

1.0.2 moreinventorys 286 Jul 16th at 11:39 AM MoreInventorys_1.22.3-1.0.2.zip 1-click install

updated sync with server for 2x3 racks (not wooden) - fix test (not work)

1.0.1 moreinventorys 260 Jul 16th at 6:01 AM MoreInventorys_1.22.3-1.0.1.zip 1-click install

added translation for WorldInteraction help at the racks on en

1.0.0 moreinventorys 342 Jul 15th at 7:17 PM Empty MoreInventorys_1.22.3-1.0.0.zip 1-click install

175 Comments (oldest first | newest first) (threaded | flat)

Maeflower4d4, 1 day ago

Is it possible to make the racks compatible with the Sortable Storage mod by SpearAndFang?

InfantryMan , 1 day ago

Hey everyone! Just so you know, I haven't disappeared anywhere — I'm currently busy developing various containers for storing clothes/armor.

For testing purposes, I've only made a floor clothing rack so far, and now the question has come up — where to put the pants...

I need your help to figure out which approach to choose..

Here are some thoughts:

1 - just stuff the pants on top of the outerwear, just lower them a bit so they're visible (by the way, folding them in half over a hanger won't work).. sounds kind of meh, right?

2 - just give the option to hang either pants or outerwear on a specific hanger

3 - make this rack only for outerwear/boots

And as for where to put gloves + hats, I don't know yet — apparently nowhere on this particular rack, so one option would be to make separate cabinets for that

What do you think?

Spoiler!
InfantryMan , 1 day ago
@InfantryMan: Hey everyone! Just so you know, I haven't disappeared anywhere — I'm currently busy developing various containers for storing clothes/armor. For testing purposes, I've only made a floor clothing rack so far, and now the question has come up — where to put

For now, I've settled on option 1 — meaning you'll be able to hang both a shirt and pants on one hanger. It looks pretty good, I think.

This version will be available once I've worked out the recipes and checked for bugs — I'd say within 2–3 days.

 

Spoiler!
onyxibara, 3 days ago

could you add a wooden rack 1x2 and 1x3 please> I love the wooden version the best

Uncertainty, 6 days ago (modified 4 days ago)

Hi I added Storage Tweaks to use with your mod and updated your mod from 1.0.3 to 1.0.10 since the server is on 1.22.3 (a lot of the mods are not updated) and for some reason 1.0.19 doesn't work for me... then for some reason my containers became WIDE instead of vertical like it used to be. Any Idea what happened?

After Installation which made it wide: https://imgur.com/a/after-installation-hsHGQoQ

Before Installation which was vertical: https://imgur.com/a/tT9a5KP

I really prefer Vertical since it takes up less space at my GUI scale and makes it not overlap with anything (wide forces me to move the GUI around but that makes it overlap with other GUI, it is this massive conflict with vanilla GUI) and looks better imo.

Arquimago, 6 days ago

I made a translation into Brazilian Portuguese.
pt-br

Kacperek152, Aug 7th at 6:34 PM (modified Aug 7th at 6:36 PM)

Czy może być możliwe automatyczne sortowanie w skrzyniach biegów? Tak jak w tym modzie https://mods.vintagestory.at/chestorganizer

Kacperek152, Aug 8th at 9:02 PM
@InfantryMan: Item sorting, works with the mod - Storage Tweaks

O nie wiedziałem to przepraszam zamionie te mody 

Shoggoth228, Aug 7th at 5:12 PM

Не знаешь сортировка из мода vintagetweaks

ты сломал или автор этого мода? если сожешь пофикси пж.

InfantryMan , Aug 8th at 5:14 PM
@Shoggoth228: Не знаешь сортировка из мода vintagetweaks ты сломал или автор этого мода? если сожешь пофикси пж.

I have dynamically changing slots; if the mod author doesn’t add support, it won’t work. I know that it works with the Sortifiers mod, and currently it works with the Storage Tweaks mod.

uniPhoria, Aug 5th at 12:30 AM

Heyo, really nice mod, thank you. I do have a gripe with it tho, don't know it's intended but whenever I hold any item, food, etc. that has a right-click interaction, I cannot open the racks anymore. This is not the same behaviour as with chests, where no matter if you're holding food, a weapon, a tool, etc. it will always open the chest instead of trying to use the item. 

InfantryMan , Aug 5th at 5:29 AM
@uniPhoria: Heyo, really nice mod, thank you. I do have a gripe with it tho, don't know it's intended but whenever I hold any item, food, etc. that has a right-click interaction, I cannot open the racks anymore. This is not the same behaviour as with chests, where no

If you’ve placed a racks and put only one chest in it, and you’re holding an item and hovering over an empty slot on the racks, of course it won’t open — hover your mouse over the occupied slot with the chest, and it’ll work ;)

InfantryMan , Aug 4th at 6:33 PM (modified Aug 4th at 6:36 PM)

IMPORTANT! DANGEROUS! READ ME!

If you have installed my mod and later decide to update the game to a different version (either older or newer), you must do this by manually downloading and installing the game through the website. Only then will everything work correctly!

However, if you choose to update the game through the in-game interface, all blocks from the mod that you have already placed will break — they will no longer function properly. Keep in mind that if you place new blocks after the update, they will work just fine. It seems to be some kind of bug that occurs specifically when updating the game through the in-game interface.

So, either don't update the game at all, or always update it manually!

CG23Sailor, Aug 4th at 4:00 AM (modified Aug 4th at 4:01 AM)

Just updated to 1.0.19 and entered my world. 
Cannot open UI for crates and the cattail baskets are gone though the 2x2 stick frame shelves for the baskets is still there.

InfantryMan , Aug 4th at 5:06 AM
@CG23Sailor: Just updated to 1.0.19 and entered my world. Cannot open UI for crates and the cattail baskets are gone though the 2x2 stick frame shelves for the baskets is still there.

Perhaps you updated the game version, and that could have caused the issue, but it’s generally strange — my old world with the stand, where I took the first screenshots (game version 1.22.0), is still working, the old crate and baskets haven’t disappeared anywhere, and the interface is functioning… I would recommend trying to reinstall the game or clear the cache — that might be the problem.

InfantryMan , Aug 4th at 10:50 AM (modified Aug 4th at 10:51 AM)
@CG23Sailor: I was using mod version 1.0.18 beforehand and no I did not update the Game version itself.I was on 1.22.3 before and after.

It’s very strange — I didn’t change the code in the crate or baskets. Can you save your world as a separate file and give me a link so I can log in and see what’s going on? Alternatively, we could also open and check the logs after entering the world; the log file is: VintagestoryData\Logs\client-main.log.

InfantryMan , Aug 4th at 10:58 AM
@CG23Sailor: I was using mod version 1.0.18 beforehand and no I did not update the Game version itself.I was on 1.22.3 before and after.

I installed the game client version 1.22.3, downloaded mod version 1.0.18, installed rackstick, crate, basket, exited the game, removed the mod, downloaded version 1.0.19, and everything works...

InfantryMan , Aug 4th at 5:34 PM
@CG23Sailor: Just updated to 1.0.19 and entered my world. Cannot open UI for crates and the cattail baskets are gone though the 2x2 stick frame shelves for the baskets is still there.

I managed to reproduce this bug, and it's honestly like magic...

  1. If you're playing on any version of the game and see that an update is out, and you go to the website yourself (like I did) and download the new version separately and launch it — everything is fine, my mod doesn't break.

  2. But if you update the game through the client itself, that's when the mod breaks — it's as if all placed blocks lose their connection to the tree (where the block state data is stored). I have no idea how to fix this yet.

CG23Sailor, Aug 4th at 10:43 PM
@InfantryMan: I managed to reproduce this bug, and it's honestly like magic... If you're playing on any version of the game and see that an update is out, and you go to the website yourself (like I did) and download the new version separately and launch it — everything

So basically use the Download, rather than the 1-click install.
Got it.

But since I've already lost what was in them and have already updated... I should be able to just go creative and replace each of those storage blocks and I'll be good to go until the next update, which I would download rather than install.

Thanks for figuring this out. I hope you find a way to fix the bug as the install is the best and easiest way to update. but until then, at least we know how to work around it.

Fefa, Aug 3rd at 8:41 PM

I have an idea, why dont add some kind of storage that could display dead fish or taxydermy lol, maybe not the most useful but would be nice to be able to display fish in a different way maybe something similar tot he swords one.

InfantryMan , Aug 3rd at 7:47 PM

Update in 1.0.19 Version!

Made a new cabinet, this time a big 'Large Open Shelf & Door Cabinet', takes up 2 blocks in width, holds 48 slots, each slot is rendered, you can neatly arrange your items! I really liked how the ingots look lying here, I think for the forge we need to make separate cabinets for storing ingots, plates, and things like that, by the way if you have any ideas, they are welcome ;)

The restrictions are the same as before, you can only store items in the cabinet, not blocks (except ceramic kitchenware), tools and weapons are also not supported

Spoiler!

image
image
image
image
image
AverageSwede, Aug 2nd at 7:52 PM

Is this compatible with the weapons from vanilla armory by any chance?

InfantryMan , Aug 3rd at 7:48 PM
@AverageSwede: Is this compatible with the weapons from vanilla armory by any chance?

Compatible with regular weapons from the vanilla game; I haven’t added support for mods yet.

InfantryMan , Aug 2nd at 6:50 PM

Update in 1.0.18 Version!

1 - Updated the model for the Drawer and Niche Cabinet — vertical beams now have a different color for a better look.
2 - Added a new cabinet: Open Shelf & Door Cabinet. The difference from the first one is that there is no pull-out drawer — instead, there is a door that opens to access the shelves, with all items visible on them. The niche has been moved to the top, resulting in an open top shelf + top niche + 2 enclosed shelves behind the door, totaling 16 slots, 4 on each shelf.

The same restriction applies: you can only store items that are not blocks (cannot be placed in the world), with the exception of ceramic cookware. Weapons and tools are also not allowed — there are other containers for that (and besides, how would I render a huge scythe or sword on a tiny shelf? :D )

Spoiler!

image
image
Dark_Night, Aug 2nd at 4:13 AM

Hey InfantryMan!, first of all, such a great mod!! Thanks for creating it!!

I would like to ask for compatibility with a mod. I use the mod "Upgradeable Storage - Vintage Story Mod DB" and when I put the Upgraded Vessels the textures disappear. I hope you can help me, Greetings!

Bruhnanza, Aug 1st at 5:51 AM

This mod is so amazing, genuinely phenominal. I'm not sure if this is more on this mod or the other auther, but would you ever consider adding compatibility with QP's Chisel Tools? Specifically having decorative chests in racks, so the decorative containers that mod provides are rackable and allow 2x2, 3x2, or 3x3 decorative storage options within one GUI. Thank you again for the awesome work!

TiaInki, Jul 31st at 11:27 PM

Gotta say, this has quickly become one of my very favorite mods. Such a great idea implemented in a way that isn't overpowered and looks GOOD. Been loving the updates!

ToasterSquid, Jul 31st at 8:25 PM

be willing to add compat with the various invintory sorting mods?

InfantryMan , Jul 31st at 9:42 PM
@ToasterSquid: be willing to add compat with the various invintory sorting mods?

the author of the Storage Tweaks mod has already made support for my mod, and everything seems to be working

InfantryMan , Jul 31st at 1:02 PM (modified Jul 31st at 1:33 PM)

VERSION 1.0.17 - IMPORTANT! IF YOU HAVE ALREADY PLACED DRAWER CABINETS EARLIER - IT IS RECOMMENDED TO PICK THEM UP AND RE-PLACE THEM BEFORE UPDATING THE MOD!

Why? I've added a restriction for the drawer cabinet - now you can only store items in it, not blocks, not tools, not weapons, only items! Because of this, there may theoretically be errors when you open the inventory and find an item that shouldn't be there.

For our new drawer cabinets, I've added item rendering for the top and bottom shelves. In the interface, you can now conveniently arrange items - I think it's intuitively clear how it works. There are now 16 slots: 4 on top, 4 on the bottom, and 8 in the drawer (items in the drawer are not rendered because the drawer is animated - I don't yet know how to implement that).

Spoiler!
InfantryMan , Jul 30th at 2:15 PM

Added a drawer and a niche cabinet with animation for the drawer

Spoiler!



DeScruff, Jul 30th at 6:54 PM (modified Jul 30th at 6:59 PM)
@InfantryMan: Added a drawer and a niche cabinet with animation for the drawer Spoiler!

Very nice looking! Unfortunely the description says 16 slots but it only has 12.
EDIT: Also wanted to know if this was intentional or not: You can climb the shelves like they are ladders?

InfantryMan , Jul 30th at 9:41 PM
@DeScruff: Very nice looking! Unfortunely the description says 16 slots but it only has 12.EDIT: Also wanted to know if this was intentional or not: You can climb the shelves like they are ladders?

yes, there should be 12 slots, I forgot to change the description, but I'll change it later, and there will be 16 slots, and even the rendering of items in the niche and on top of the cabinet.

 and as for the racks, it's true that you can climb them like a ladder, because they are racks =)

Mydien, Jul 27th at 2:02 AM

Love this mod!! I didn't see it anywhere in the comments, so thought I'd ask: Any plans to implement compatibility with Chonky Vessels? Currently, racks give the error "Cannot place carried block here, requires solid ground" when placing carried vessel from action bar. When trying to place vessel in the rack UI, it just doesn't place the vessel in the slot with no error.

InfantryMan , Jul 26th at 11:20 AM

Now if you put a storoge vessel in the racks, the slots that the storoge vessel gave will give a bonus for storing products, as if they were in the storoge vessel.

To check, I added the ability to visually show (highlighted in green) which slots the container gave, just click on the container icon on the left, and the green highlight will show which slot it gave, and the slots from the storoge vessel behave differently.

In the screenshots below, I have highlighted the trunk so that you can see where its slots are. The other slots are from the storoge vessel, and you can see that the grain storage time in the trunk slots is worse than in the storoge vessel slots.

 

Spoiler!


Of course, the basement bonus works, and now it's more convenient and cost-effective to store products on racks in the storoge vessel =)

Added in version 1.0.15

Randompug, Jul 25th at 9:11 PM (modified Jul 25th at 9:12 PM)

I'm not a modder but reading the patch notes I do relate to the feeling of creating something and needing to spend the next month putting our fires before you can make good changes

InfantryMan , Jul 25th at 8:41 PM

in version 1.0.13, I fixed all the errors in the logs

InfantryMan , Jul 24th at 8:59 PM

added translation for food shelves and support for 1.22.5.

When updating from a game version of 1.22.4 or lower to version 1.22.5, you need to demolish all mod blocks and then rearrange them

InfantryMan , Jul 29th at 8:05 AM
@Ramirel: do we need to demolish before updating ? any risk of losing item ?

In fact, I just went to the old world that was on 1.22.0, and I went to 1.22.5, and everything works, but there may be some nuances, so it's better to save the world in a separate folder just in case

Uncommon_Nick, Jul 24th at 10:27 AM

Awesome mod, but all "Food Shelf v.1" are missing translation
image

What's more, you might want to handle cases for rack rail smithing recipes, e.g. "Failed resolving a blocks itemdrop or smeltedstack with code moreinventorys:rackrail-leadsolder in RecipeLoader game:ingot-leadsolder" (steel, electrum and many other vanilla metals have the same issue, I won't even mention modded ones). Right now it's spamming the console with warnings.

Mulciber, Jul 24th at 2:20 AM

Thanks for putting this together! It's really helpful for organization.

I know when a new mod comes out, it must be a lot when people ask for additions, so I am sorry to add to the pile.  I was hoping this would eventually be usable with barrels.  I have a bunch of barrels with different dyes in them and setting them all in a rack would be so helpful. I know you have a lot of requests, so no worries if it's not a priority to look at this one.  Thanks again for putting this together and congratulations on the success of the mod!

InfantryMan , Jul 25th at 8:44 PM
@Mulciber: Thanks for putting this together! It's really helpful for organization. I know when a new mod comes out, it must be a lot when people ask for additions, so I am sorry to add to the pile. I was hoping this would eventually be usable with barrels. I have a

and what do you want to store in the barrels on the racks? If it's just regular items like in a chest, I can do it, but if there's liquid, I'll need to create a separate interface and logic for liquids, and I'm not very good at interfaces.

Mulciber, Jul 26th at 12:26 AM
@InfantryMan: and what do you want to store in the barrels on the racks? If it's just regular items like in a chest, I can do it, but if there's liquid, I'll need to create a separate interface and logic for liquids, and I'm not very good at interfaces.

Ah, no worries then.  Was definitely looking for liquids (dyes, ales, leather production chain).  If it requires a whole bunch of extra work, I wouldn't ask you to do that.  I am happy with all my storage jars on racks!  Thanks for taking a look!

Redacted123, Jul 23rd at 8:59 AM

This mod is great, but i noticed that you cannot shift-click to quickly move something to the closed crates with the inventory open, as the game prioritises moving it between your inventory and hotbar instead of the container unlike the vanilla chests. it does work if its just from your hotbar with your inventory closed, or just moving something out of storage however.

InfantryMan , Jul 25th at 8:46 PM
@Redacted123: This mod is great, but i noticed that you cannot shift-click to quickly move something to the closed crates with the inventory open, as the game prioritises moving it between your inventory and hotbar instead of the container unlike the vanilla chests. it

yes, I see this bug, the funny thing is that the code for the drawer and racks interface is the same, but the shift + PKM works correctly on racks, but not on the drawer.. this is the problem, I haven't figured out how to do it yet =/

Sully7474, Jul 23rd at 6:53 AM

Absolutely LOVE this mod! Thank you for making it :). Would be amazing if you could make it compatible with sorting mods - particularly in my case Storage Tweaks, so we could quick store in racked chests

ch4Ver, Jul 21st at 2:52 AM

After installing the Toolsmith mod, crafted tools placed on racks cause constant screen flickering when hovering the cursor over them, accompanied by a severe frame rate drop.

RainbowFresh, Jul 20th at 6:44 AM

While I wait for the shelves to work with vanilla crates, are the weapon stands compatible with modded weapons/shield; and if not, do you plan on adding e.g. Combat Overhaul: Armory compatibility?

InfantryMan , Jul 20th at 11:01 AM
@RainbowFresh: While I wait for the shelves to work with vanilla crates, are the weapon stands compatible with modded weapons/shield; and if not, do you plan on adding e.g. Combat Overhaul: Armory compatibility?

there is no compatibility with weapons from another mod, I will add it later, you can write a list of such mods ;) and you can use the crates from my mod, they are also good =)

ciseru, Jul 20th at 1:17 AM

Log gets spammed with these errors :(

Spoiler!
20.7.2026 02:44:43 [Error] Exception thrown during OnTesselation() of block entity MoreInventorys.src.BlockEntityFolder.BERackStick@512404/137/512109. Block will probably not be rendered as intended.
20.7.2026 02:44:43 [Error] Exception: Index was outside the bounds of the array.
   at Vintagestory.GameContent.BlockEntityDisplay.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 326
   at Vintagestory.Client.NoObf.JsonTesselator.Tesselate(TCTCache vars) in VintagestoryLib\Client\Render\Tesselation\ChunkTesselator\JsonTesselator.cs:line 110
ciseru, Jul 20th at 2:45 PM
@InfantryMan: version 1.0.9 ? I fixed it in 1.0.10

Nope, i'm on 1.0.10. Everything seems to function properly until I put at an item into one of the racks. It doesn't immediatly crash or anything, but it does start spewing out errors at the rate of like 5 per second lol. Happens with every rack type.

 

Spoiler!
20.7.2026 17:29:02 [Error] Exception thrown during OnTesselation() of block entity MoreInventorys.src.BlockEntityFolder.BERackHorizontalWood2x2@511346/3/511114. Block will probably not be rendered as intended.
20.7.2026 17:29:02 [Error] Exception: Index was outside the bounds of the array.
   at Vintagestory.GameContent.BlockEntityDisplay.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 326
   at Vintagestory.Client.NoObf.JsonTesselator.Tesselate(TCTCache vars) in VintagestoryLib\Client\Render\Tesselation\ChunkTesselator\JsonTesselator.cs:line 110

20.7.2026 17:30:23 [Error] Exception thrown during OnTesselation() of block entity MoreInventorys.src.BlockEntityFolder.BERackHorizontal@511345/3/511114. Block will probably not be rendered as intended.
20.7.2026 17:30:23 [Error] Exception: Index was outside the bounds of the array.
   at Vintagestory.GameContent.BlockEntityDisplay.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 326
   at Vintagestory.Client.NoObf.JsonTesselator.Tesselate(TCTCache vars) in VintagestoryLib\Client\Render\Tesselation\ChunkTesselator\JsonTesselator.cs:line 110

20.7.2026 17:33:33 [Error] Exception thrown during OnTesselation() of block entity MoreInventorys.src.BlockEntityFolder.BERackVertical1x2@511348/3/511114. Block will probably not be rendered as intended.
20.7.2026 17:33:33 [Error] Exception: Index was outside the bounds of the array.
   at Vintagestory.GameContent.BlockEntityDisplay.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 326
   at Vintagestory.Client.NoObf.JsonTesselator.Tesselate(TCTCache vars) in VintagestoryLib\Client\Render\Tesselation\ChunkTesselator\JsonTesselator.cs:line 110
ciseru, Jul 20th at 4:19 PM
@InfantryMan: fixed in 1.0.11, check plz =)

Errors still appear, although it mentiones a different line now. Tested on a fresh install without any other mods

Spoiler!
20.7.2026 19:15:33 [Error] Exception thrown during OnTesselation() of block entity MoreInventorys.src.BlockEntityFolder.BERackStick@511999/3/512010. Block will probably not be rendered as intended.
20.7.2026 19:15:33 [Error] Exception: Index was outside the bounds of the array.
   at Vintagestory.GameContent.BlockEntityDisplay.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 326
   at Vintagestory.Client.NoObf.JsonTesselator.Tesselate(TCTCache vars) in VintagestoryLib\Client\Render\Tesselation\ChunkTesselator\JsonTesselator.cs:line 123
MiXDeY, Jul 19th at 8:46 PM (modified Jul 19th at 8:58 PM)

Ниже уже написали о том, что сосуды (например) не дают бонусов при хранении овощей и зерновых. Я думаю, что с точки зрения кода это сложно реализовать, так как все предметы для хранения объединяются в общую стойку для хранения. Как вариант, можно добавить новую стойку именно для сосудов. Как и первоначальная стойка из палок только для рогозового ящика, только эта будет вмещать глиняные сосуды и давать бонус к хранению продуктов.
UPD:

https://mods.vintagestory.at/storagetweaks

Еще не поддерживается этот мод. Скорее всего он не видит в своем коде ваши полки как место хранения в своей базе. Скорее всего дело не в вашем json файле для логики. Думаю нужна поддержка от автора данного мода)

InfantryMan , Jul 19th at 9:08 PM (modified Jul 19th at 9:08 PM)
@MiXDeY: Ниже уже написали о том, что сосуды (например) не дают бонусов при хранении овощей и зерновых. Я думаю, что с точки зрения кода это сложно реализовать, так как все предметы для хранения объединяются в общую стойку для хранения. Как вариант, можно добавить

Привет, на счет сосудов для хранения, у меня есть несколько идей как это сделать более элегантно, но на это нужно время, уже решаю этот вопрос..
Самое простое - проверять 100% контейнеров на стеллажи это сосуды ? или все занятые слоты сосуды для хранения? Если да - накинуть бонус к хранению, но я не смотрел еще как это реализовать, скорее всего не сложно.
Но это все равно "костыль", в идеале конечно брать конкретные слоты которые дал сосуд и им накидывать  бонус, подсвечивая другим цветом (подсветока уже есть, если клацнуть слева на инвентарь, правда не правильно работает с двойными сундуками, в этом и загвоздка, надо переписывать под это часть логики)

На счет мода storagetweaks, я мог бы добавить прямо сейчас поддержку, но для этого нужно много чего переписывать.. пока отложил на долгий ящик, возможно найду вариант без переписывания.
В целом мне кажется проще будет в мои полки добавить кнопки сортировок и т.п. чтобы не зависить от стороннего мода, мне этот вариант нравиться больше всего, как думаешь ?) 

MiXDeY, Jul 19th at 10:15 PM
@InfantryMan: Привет, на счет сосудов для хранения, у меня есть несколько идей как это сделать более элегантно, но на это нужно время, уже решаю этот вопрос..Самое простое - проверять 100% контейнеров на стеллажи это сосуды ? или все занятые слоты сосуды для хранения?

С сосудами понимаю предложенные варинты как костыль, в целом проверка каждого слота выглядит более логичной, но по меркам VS как будто сделать отдельные стойки для сосудов было бы интереснее чтоли. Ну это мое мнение в целом) (оно может быть далеким от вашего).
Я мог бы предложить помощь с перепиской кода через нейросеть, да и может сам бы даже что то посмотрел как она исправит (но понимания как такового нету, профан-чайник)

А с storagetweaks конечно сделать функционал в вашем може подобный было бы интересно, но я думаю тогда это все будет пересекаться между модами и ломать какую то логику. В целом в этом моде максимально полезные кнопки для быстрой выкладки и сортировки и это облегчает игру, что в целом не про VS.

Буду ждать обновлений в дальнейшем что и как будет.
Но как большее разнообразие контента, добавление отдельных стеллажей под сосуды было бы интересно)

InfantryMan , Jul 26th at 11:29 AM
@MiXDeY: С сосудами понимаю предложенные варинты как костыль, в целом проверка каждого слота выглядит более логичной, но по меркам VS как будто сделать отдельные стойки для сосудов было бы интереснее чтоли. Ну это мое мнение в целом) (оно может быть далеким от ваш

версия 1.0.15 для тебя и других кто хотел бонус на еду, если в стеллаже есть сосуд для хранения, если конкретные слоты дал сосуд для хранения, в нем будет бонус + бонус от подвала как в обычный игре ;)

MyrinFyre, Jul 19th at 8:34 PM (modified Jul 19th at 8:48 PM)

Great Mod! I did noticed that, if you put storage vessels on the shelves, the food spoiliage rate is just the base rate. No additional increases for veggies and grain. It just treats eveything like "other". I don't have any food or vessel related mods, just vanilla food and storage vessels.

Edit... I also can't actually put anything inside the cattail baskets when they are on the 1x1 stick rack. The 2x2 stick rack and cattail baskets work just fine

InfantryMan , Jul 19th at 7:04 PM (modified Jul 19th at 7:04 PM)

As you requested, I added the 2x2 and 1x2 Rack options, as well as the 1x2 rackstic option, and slightly improved the optimization, in version 1.0.9

Spoiler!
Javidac, Jul 19th at 12:17 PM

I am fairly confident your mod has a memory leak.

I had no issues before i installed it; and no issues after I disabled it.

The game runs fine for about an hour, at that point the game starts having fairly noticable issues; with newly crafted items being unusable, and being decrafted back into their components as the server tries to catch up.

InfantryMan , Jul 19th at 4:12 PM
@Javidac: I am fairly confident your mod has a memory leak.I had no issues before i installed it; and no issues after I disabled it.The game runs fine for about an hour, at that point the game starts having fairly noticable issues; with newly crafted items being un
I checked the entire code and found a potential memory leak (when deleting blocks/unloading a chunk, there were no event subscriptions, so I added a unsubscription, which should help), and it was fixed in 1.0.8. You can test it and write if it doesn't work.
Mr3Nipples, Jul 18th at 5:55 PM

Any chance we can get compatibility with Storage tweaks for the quick store button? The racks look great but having to manually deposit everything is kind of a deal breaker on our server atm

JokoJose, Jul 18th at 2:34 PM (modified Jul 18th at 2:56 PM)

Is there a way to remove the chests from the racks without having to break the rack? Also, is there a way to add chests using the Carry-On mod? (When I try to add a chest that has items inside, it won't be added to the rack, forcing me to add an empty chest and manually transfer the items 1 by 1) 

On another note, besides the crafting recipe, what's the difference between the Stick Rack 2X1 and the Double Rack 2x2?  Because, as far as I can tell, the Stick Rack 2x1 and the Double Rack 2x2 work the same. Which makes me think you probably made a mistake in the name or the design? 

And can we get a 1x2 rack too? I know we're asking a lot, but your mod is game-changing when it comes to base building, makes everything look tidy. I love doing warehouses on survival and creative games; this is a mod I wanted for a long time hehehehe  

InfantryMan , Jul 18th at 7:23 PM
@JokoJose: Is there a way to remove the chests from the racks without having to break the rack? Also, is there a way to add chests using the Carry-On mod? (When I try to add a chest that has items inside, it won't be added to the rack, forcing me to add an empty che

2x1 are you talking about rackstick ? this is a typo in the name, it's a regular 2x2 Currently, there are: 2x3 - metal 2x3 - wooden 2x2 - wooden 1x3 - metal I will also add the remaining variations once I have completed the main tests. Currently, the mod is running smoothly without any critical bugs, but I am also considering compatibility with other mods, which will require additional time.

InfantryMan , Jul 18th at 7:35 PM
@JokoJose: Is there a way to remove the chests from the racks without having to break the rack? Also, is there a way to add chests using the Carry-On mod? (When I try to add a chest that has items inside, it won't be added to the rack, forcing me to add an empty che

I checked the Carry On mod, but the problem is that when you pick up a chest, you can't interact with other items until you put it on the floor. For example, when you try to put it on my rack, it doesn't work because your right-click interactions don't reach my rack. Need to ask the mod author to add the ability to right-click for alternative interactions. Once this is implemented, I can write the logic for transferring items from the chest to the rack.

_YAR_, Jul 18th at 12:42 PM

Офигенный мод прекрасно работает теперь постоянно буду с ним играть . Так же коректно работает с некоторыми предметами из Vanilla Armory and Alpha Weapon Pack Rebalanced , пытался туда засунуть арбалеты и огнестер но они не становяться . ЕСЛИ ЧТО Я имел в виду только стойки для оружия . Стелажи работают отлично 

InfantryMan , Jul 18th at 2:07 PM
@_YAR_: Офигенный мод прекрасно работает теперь постоянно буду с ним играть . Так же коректно работает с некоторыми предметами из Vanilla Armory and Alpha Weapon Pack Rebalanced , пытался туда засунуть арбалеты и огнестер но они не становяться . ЕСЛИ ЧТО Я имел в

Рад что нравится =) если что есть конфиг, если туда вписать "code" нужного предмета, можно будет посавить на стенд, НО, корректное отображение это только я смогу сделать, конфиг: VintagestoryData\ModConfig\MoreInventorysConfig.json
Позже добавлю поддержку модов с оружием для стендов

ch4Ver, Jul 18th at 11:35 AM

Can you make it compatible with the Storage Tweaks mod?

JokoJose, Jul 18th at 1:12 PM
@ch4Ver: Can you make it compatible with the Storage Tweaks mod?

Yes,compatibility please, I use that mod too :D

verity147, Jul 18th at 10:52 AM

Hi, just added your mod and noticed it has warnings pop up:

Spoiler!
18.7.2026 12:17:03 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code moreinventorys:rackrail-blistersteel in RecipeLoader game:ingot-blistersteel
18.7.2026 12:17:03 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code moreinventorys:rackrail-leadsolder in RecipeLoader game:ingot-leadsolder
18.7.2026 12:17:03 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code moreinventorys:rackrail-silversolder in RecipeLoader game:ingot-silversolder
18.7.2026 12:17:03 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code moreinventorys:rackrail-aluminium in RecipeLoader game:ingot-aluminium
18.7.2026 12:17:03 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code moreinventorys:rackrail-bismuth in RecipeLoader game:ingot-bismuth
18.7.2026 12:17:03 [Warning] Smithing recipe with output moreinventorys:rackrail-bismuthbronze has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
18.7.2026 12:17:03 [Warning] Smithing recipe with output moreinventorys:rackrail-blackbronze has no code. For 1.23 all smithing recipes need to have a unique, unchanging code

This goes on for what might well be pretty much every smithing recipe in the mod. Haven't tried smithing anything yet, so I don't know what actually happens.

JokoJose, Jul 18th at 1:11 PM
@verity147: Hi, just added your mod and noticed it has warnings pop up: Spoiler! 18.7.2026 12:17:03 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code moreinventorys:rackrail-blistersteel in RecipeLoader game:ingot-blistersteel18.7.2026 12:17:03 [

Try deleting the mod cache. Sometimes an old mod cache causes some errors. For example, yesterday my brother updated a mod; I updated it too. He was able to log to the server without issue, but I kept crashing whenever i tried to connect. I then remembered that I didn't clear the Mod Cache; after I did so, I was able to connect without a crash. 

InfantryMan , Jul 18th at 2:26 PM
@verity147: Hi, just added your mod and noticed it has warnings pop up: Spoiler! 18.7.2026 12:17:03 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code moreinventorys:rackrail-blistersteel in RecipeLoader game:ingot-blistersteel18.7.2026 12:17:03 [

the fact is that rails can only be made from: 

 "iron", "copper", "tinbronze", "bismuthbronze", "blackbronze", "gold", "silver", "lead", "tin", "zinc" 

 and according to your list of errors, it is clear that you are trying to use other metals, but this is not critical, everything works, I have checked

verity147, Jul 18th at 6:45 PM
@InfantryMan: the fact is that rails can only be made from: "iron", "copper", "tinbronze", "bismuthbronze", "blackbronze", "gold", "silver", "lead", "tin", "zinc" and according to your list of errors, it is clear that you are trying to use other metals, but this is not

Interesting, because I didn't do anything with your mod yet. Just installed it today (so it's definitely also not the cache). I just checked in creative and the ones from the log do not appear there. Weird, but probably doesn't matter so I think the only important part are the last two lines since according to you, those are actually valid metals. They are smithable, I just tested, but it's weird that they have a warning when the other metals are fine. Anyways, looking forward to using them properly, not just creative mode.

InfantryMan , Jul 18th at 7:56 AM

in version 1.0.7 fixed:
- removed adding the trunk to the 1x3 rack
- mod support has been added for game versions from 1.22.0 to 1.22.3

InfantryMan , Jul 18th at 6:57 AM (modified Jul 18th at 7:20 AM)

Added a new rail item for crafting racks. The recipe is now unique, and you'll need to smith the rails on an anvil!
Actual version 1.0.6

Spoiler!
InfantryMan , Jul 17th at 8:14 PM (modified Jul 18th at 7:22 AM)

It turns out that I wrote everything so well that the Upgradeable Storage mod is natively supported, so I just decided to install this mod, and its chests can be placed on my shelves, but the texture of the chests on the shelves is vanilla, but I don't think it's a problem =)

Spoiler!

InfantryMan , Jul 17th at 4:58 PM (modified Jul 17th at 5:05 PM)

And today we did:
1) fix crash when trying to put on rackstick basket, in slot which is already occupied (in other blocks, long ago fixed, but for rackstick forgot =))
2) racks interface now dynamically changes, now and 216 slots will fit on the screen (scroll bar still could not be done)

Actual version 1.0.5

kimfre93, Jul 17th at 4:23 PM

Hi getting a crash when adding the Cattail Baskets to the Stick Rack 2x1. Happens in both Survival and Creative if that matters

No problems adding Trunks to the Double Racks 2x2 or 2x3

 

Might be a conflict with one of the (extremely) many mods I run but I have no ide so thought i would post the crash log

 

Crash Report

Running on 64 bit Windows 10.0.19045.0 with 32713 MB RAM
Game Version: v1.22.3 (Stable)
2026-07-17 17:37:31: Critical error occurred in the following mod: moreinventorys@1.0.3
Loaded Mods: walkingstick@3.0.9, americanfrontiersman@1.8.6, amphorae@1.0.2, hardcorewaterforked@1.4.6, awearablelight@1.1.8, bagofholding@1.1.1, bedrespawnerz1@1.0.1, betterarrows@1.0.1, betterforest@0.1.2, biggerpockets@1.0.6, birthsignsfresh@1.6.93, bola@1.4.1, boricalchemy@2.2.6, bulkmoldsmod@1.3.0, cbr@2.0.1, chiseltools@1.17.4, claycasting@1.3.8, clayworks@0.6.1, blocklayeroverhaul@1.0.2, landformoverhaul@1.0.4, crockmod@2.1.1, darcesdriftersredone@1.3.0, dirtyoldsack@1.1.0, moonshinejug@1.0.2, dyedarmor@1.3.5, earthfed@1.1.0, eggpatch@1.0.3, elkaccessories@1.2.6, vichnybackpack@3.3.2, figurines@0.3.2, floralzonescaperegion@1.0.31, floralzonescaribbeanregion@1.0.23, floralzonescentralaustralianregion@1.0.20, floralzonescosmopolitanregion@1.0.11, floralzoneseastasiaticregion@1.0.19, floralzonesmediterraneanregion@1.0.19, floralzonesneozeylandicregion@1.0.19, fatemplar@1.4.6, favarangian@1.1.0, faviking@1.1.6, caninae@1.1.8, capreolinae@2.0.16, casuariidae@1.1.11, machairodontinae@1.1.11, pantherinae@1.2.17, sirenia@1.0.30, freelook@1.0.5, fullsailboatrefund@1.0.0, geodesandmaterialneedspatch@1.0.0, geodesandgemstonesforked@1.0.0, geoaddons@1.4.8, hangingvessels@1.1.1, hidearmor@0.0.3, hydrateordiedrate@2.4.14, immersivequicklime@0.1.7, increasedstoragecapacity@0.0.8, dolabra@2.0.2, interestingoregen@2.3.8, jsonpatcheslib@1.5.3, kilnshelves@1.1.8, labororsmachete@1.0.2, limeslargersaddlebags@1.0.1, logicalclothingwarmth@1.5.0, longtermfood@0.7.0, metalbuckets@1.0.1, millwright@1.3.3, moldsexpanded@1.2.0, molds@0.3.5, moreashlarblocks@1.1.2, moremeadoptions@2.0.4, morepolishedrocks@1.0.3, morequarterlogs@1.0.1, mycodiversity@1.0.7, overhaulliblegacycompat@1.2.4, overhaullib@2.0.8, plainpotashprocess@1.0.5, primitivesurvival@5.0.6, prospecttogether@2.2.1, saddleblanketbeds@0.0.6, scrolled@1.1.9, scrollrackable@1.5.2, shelfobsessed@2.1.6, simpletankards@1.0.0, smb1x1doorvariants@1.1.1, spinningwheel@1.2.12, sticksfromfirewoodmallow@2.0.1, stonequarryrepckfipil@3.6.3, meapineapplefatcandle@1.0.1, tankardsandgoblets@1.4.4, toolbelt@0.3.5, traderssellcrowbars@0.0.3, tradie@2.0.0, translocatorengineeringredux@1.6.6, usefulshears@1.0.0, game@1.22.3, vsimgui@1.2.4, komradskidaubslabs@1.0.0, wwaymarkersandmatneedspatch@1.0.0, wildcabbagepumpkin@1.1.0, zoombuttonreborn@2.0.2, aculinaryartillery@2.0.0-dev.21, advancedgeology@0.9.8, ageofconfession@3.0.3, airthermomod@0.5.0, alchemy@2.1.13, aletraders@1.0.0, animaltrader@1.2.1, animationslib@0.0.2, apelanterns@1.4.1, attributerenderinglibrary@3.1.5, augplantlib@0.0.6, egocaribautomapmarkers@5.0.3, autowalkextended@1.3.1, barkcanoe@1223.0.3, betterchisel@1.0.0-rc.6, bettererprospecting@3.4.3, betterhandbook@1.0.5, betterruins@0.6.3, bettertraders@0.2.0, blocksoverlay@4.11.6, bloodtrail@1.2.5, boatspeedtweaks@1.0.2, boattags@1.2.2, bradycrudebuilding@1.5.1, butchering@1.13.5, candlesplease@1.0.1, carryonlib@1.0.0-pre.7, cartwrightscaravan@1.9.1, caveinfix@1.0.1, clothierheirloomsmod@1.1.0, clothshelf@2.0.2, coffeeandtea@0.0.22, colliderslib@0.1.4, commonlibforked@2.8.1, configlib@1.12.0, configurableroomsize@1.3.2, critcherscalculator@1.2.3, critchersgrapplehook@1.1.0, dampenedanvil@1.2.0, danatweaks@4.1.0, darkerwalnut@1.1.6, domesticanimaltrader@1.1.5, dryingspeedoverhaul@1.1.4, eggpiemod@0.1.0, elkgoatskullmask@1.12.1, extendedcreation@1.2.5, extrainfo@2.2.1, extrashelves@1.1.2, farseer@1.4.0, fastcraftinggrid@1.0.4, fastmap@122.5.1, feverstonewilds@2.1.2, fieldsofcranberries@0.0.5, fieldsofsalt@1.2.5, firearmsfork@1.10.1, fishtrader@1.1.0, foodshelves@3.0.4, footprints@1.2.5, fromgoldencombs@2.0.8, fruitbuff@1.0.2, genelib@3.1.2, geologymap@1.1.0, gimap@1.7.0, grindablebonearrows@1.0.1, handbookdeclutterer@2.0.1, herbarium@1.4.3, herbstrader@1.0.4, hidearmorxcombatoverhaul@1.0.2, hudclockpatch@4.4.1, huntersquiver@1.1.0, inputslib@0.0.0, itempickupnotifier@2.2.0, ithaniaexpandedfishing@1.1.1, jaunt@3.1.0, juicyores@1.0.2, justvawts@0.2.1, justvinegar@1.0.0, kevinsfurniture@1.9.0, knapster@4.0.0, knitting@2.0.3, lunchbox@1.3.2, maketeaforked@0.9.42, mnflowers@1.0.0, mngeology@2.0.10, materialneeds@1.1.16, medievalexpansionpatch@1.4.0, sailboathotkeys@1.0.1, metallurgy@1.2.1, metalpots@1.8.0, meteoricsteel@1.0.15, mightywalnut@1.2.1, millwrightvawtaddon@1.0.3, moatbombs@1.2.0, mwi@1.9.0, moreinventorys@1.0.3, morepiles@3.0.1, multiclassreborn@0.2.4, mycoboost@0.0.3, naturalfertilizer@1.5.0, ndlchiselpick@4.1.0, ndlcoralgrowth@2.1.0, ndlflowergrowth@2.4.0, ndlgrassgrowth@2.0.0, ndlmushroomgrowth@2.2.1, ndltreegrowth@2.5.0, ndltreehollows@2.1.1, ndlwoodentorchholder@3.0.2, opineuponpine@1.0.9, p1nksmenutweaks@1.0.0, panningmachine@1.0.11, petai@5.1.1, placeonslabs@1.2.0, portcullis@1223.0.3, postsandbeams@1.5.1, claywheel@2.0.1, purposefulstorage@2.0.1, rackableplates@1.0.0, realisticwater@0.3.1, recyclablecopperspearandarrowheads@1.0.2, restfulsit@1.1.1, rivers@5.0.1, rollupbed@1.0.4, roomtools@2.0.0, saltandsands@1.3.0, seamlessrapids@1.0.1, seedsfromgrains@1.0.3, shadehouse@1.2.3, shipwright@1.4.1, simpleentityhealthbar@0.1.0, smithingplus@1.9.0-rc.1, specializedbackpacks@1.0.5, spyglass@0.6.1, statushudcont@4.3.2, stepfixelk@0.0.3, stonebakeoven@1.3.5, stonerailings@1.4.0, substrate@2.0.0, tableexpansion@1.0.0, th3dungeon@1.0.1, toolsmith@1.2.17, torchholdersmithingplus@1.0.4, treeshaker@1.1.1, vanillamoremolds@2.1.0, vanity@2.5.0-rc.1, vanityslotsfork@0.0.8, trojan96verticality@0.3.2, visorhelmetsfork@1.1.9, vsairshipmod@1.1.4, creative@1.22.3, vsroofing@1.6.4, survival@1.22.3, waterfall@1.2.3, watersheds@6.4.3, wholtpo@1.0.3, wildfarmingfork@2.1.6, wildanimalstrader@1.2.0, woodenshuttersandmore@1.3.3, xlib@1.0.24, xskillscatchablefotsa@0.0.3, alchemymnpatch@1.0.0, autoconfiglib@2.0.10, bettersmelting@0.3.0, bloomeryquicklime@1.0.0, blushandbins@1.3.3, bookends@0.2.3, carryon@2.0.0-pre.7, castaway@1.0.6, combatoverhaulfork@0.18.3, comfybeds@0.4.2, rlldtco0001@2.3.0, crossbowsfork@1.10.0, caffcuniculture@1.25.0, draconis@1.4.4, elkjaunt@1.4.0, equusdestrier@1.1.0, equus@1.4.0, expandedfoods@2.0.0-dev.12, em@3.7.0, mannyextrafirearms@1.1.2, fzvanillacompat@1.0.2, foxtaming@1.7.6, glockmaker@1.2.0, mannycaplockfirearms@0.0.8, mannyfergusonrifle@0.0.4, mannyoddballfirearms@0.1.1, medievalarchitecture@1.1.1, newworldcrops@0.0.19, obsidiancraft@1.6.1, playercorpseforked@1.14.1, poolsofbrimstone@1.0.0, purposefulstoragebits@1.0.0, quiversfork@0.9.29, realisticrapids@0.1.0, reelmower@1.6.1, reforgedtools@1.2.51, revolverarquebusfork@0.1.2, lopucarcharodontosauridae@0.3.8, shearlib@1.3.0, snowshoesforked@2.3.0, tailorsdelight@2.2.2, terrainslabs@1.0.17, toolsmithdolabracompat@0.1.4, toolsmithgeologypatch@1.2.0, waterwheelriver@1.2.1, wildcraftgrain@1.0.1, wildcrafttree@1.3.4, windowstoragelib@1.2.7, wolftaming@5.0.1, xskills@1.0.80, zombpspatch@2.4.0, aldiclasses@2.2.4, armoryfork@1.11.0, bloodisegg@2.1.0, bricklayers@3.2.2, drakeextension@1.0.6, dressmakers@1.8.0, efchefstricks@1.0.0-dev.3, efmealsmodule@1.0.0-dev.5, mannyaxepistols@1.0.1, mannydoubleblunderbuss@1.0.1, mannyflintlockarquebus@1.0.1, mannyhallrifle@1.0.1, mannyhandgonne@1.0.1, mannyjezail@1.0.1, mannymaltiezpartialpack@1.0.1, mannymaltiezwheellock@1.0.1, mannyquadbarrelpistol@1.0.1, mannyrevolvermusket@1.0.1, mannyrevolverpistol@1.0.1, mannytanegashimapistol@1.0.1, mannytriplebarrelpistol@1.0.2, mannytwinbarrelpistol@1.0.2, mannyvolleygun@1.0.1, mannyvolleypistol@1.0.1, mannywheellockpack@1.0.1, revolverarquebuswood@0.0.3, upholstery@1.2.0, ashes@1.4.2, vanillapanestorage@1.8.5, windowstorage@1.8.5, wool@1.9.3, xskillsgilded@1.3.40, aldiclasseshomesteader@0.2.2, aldiclassesnonegatives@2.1.0, aldiclassesvanillapatch@2.0.0-rc.1, blackguardadditionscofork@1.0.9, forlornadditionscofork@1.0.10
System.ArgumentException: An item with the same key has already been added. Key: 2
   at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value)
   at MoreInventorys.src.BlockEntityFolder.BERackStick.OnBlockInteract(IPlayer byPlayer, BlockSelection blockSel) in C:\Users\Damir\source\repos\MoreInventorys\MoreInventorys\src\BlockEntityFolder\BERackStick.cs:line 289
   at MoreInventorys.src.BlockFolder.RackStickBlock.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in C:\Users\Damir\source\repos\MoreInventorys\MoreInventorys\src\BlockFolder\RackStickBlock.cs:line 87
   at MoreInventorys.src.BlockFolder.DummyRH.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in C:\Users\Damir\source\repos\MoreInventorys\MoreInventorys\src\BlockFolder\DummyRH.cs:line 28
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 887
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 544
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 87
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 243
   at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1062
   at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 251
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 783
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 2026-06-22 11:25:02, Site = , Source = Application Error, Message = Felet uppstod i programmet med namn: Vintagestory.exe, version 1.22.3.0, tidsstämpel 0x691d0000
, felet uppstod i modulen med namn: unknown, version 0.0.0.0, tidsstämpel 0x00000000
Undantagskod: 0xc00000ff
Felförskjutning: 0x0000000000000000
Process-ID: 0x1690
Programmets starttid: 0x01dd02119715ca4b
Sökväg till program: D:\Games\Vintagestory_1.22.rc\Vintagestory.exe
Sökväg till modul: unknown
Rapport-ID: 59021e8e-f67e-428b-9bcc-5101d7749090
Fullständigt namn på felaktigt paket: 
Program-ID relativt till felaktigt paket:  }
--------------
{ TimeGenerated = 2026-06-16 06:43:35, Site = , Source = Application Error, Message = Felet uppstod i programmet med namn: Vintagestory.exe, version 1.22.3.0, tidsstämpel 0x691d0000
, felet uppstod i modulen med namn: coreclr.dll, version 10.0.25.52411, tidsstämpel 0x68fabec4
Undantagskod: 0xc0000005
Felförskjutning: 0x0000000000367bba
Process-ID: 0x6644
Programmets starttid: 0x01dcfd47da7e7ad3
Sökväg till program: D:\Games\Vintagestory_1.22.rc\Vintagestory.exe
Sökväg till modul: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\10.0.0\coreclr.dll
Rapport-ID: 7f70b9bc-5a88-4bbf-8488-82b983502a62
Fullständigt namn på felaktigt paket: 
Program-ID relativt till felaktigt paket:  }

JokoJose, Jul 17th at 1:25 PM

Greetings!

I love the mod. I only wish I had discovered it before designing my storage area, because now I want to rebuild everything around it. 😄

I did run into one UI issue, though. My brother increased the inventory capacity of chests and trunks to twice their vanilla values. When I place four trunks on a double rack frame and open them, the combined inventory window becomes taller than my screen and extends beyond the top and bottom edges.

Because some inventory slots are outside the visible area, it becomes difficult to view and manage all four containers. A vertical scrollbar, adjustable UI scaling, or another way to move through the combined inventory would be very helpful.

I included a screenshot below showing the issue.



Inventory Issue

Chips1212, Jul 17th at 12:55 PM

Would love if someone could let me know how this works on a ad-hoc (hosted off the open to internet option in game) server, as I don't want to risk anything-game breaking on mine. Looks amazing though, and if there aren't any severe issues I'll definitely be using it.

Chips1212, Jul 17th at 11:08 PM
@InfantryMan: everything works in version 1.0.5 ;)

Amazing, thank you!

Chips1212, Jul 18th at 2:49 AM
@InfantryMan: everything works in version 1.0.5 ;)

Just a quick tip for the mod description, the names of each item in the mod would be nice for finding the recipes in the guide. Overall a great mod though, great job!

Kaschperle, Jul 17th at 11:53 AM

seems like some desync 

Spoiler
17.7.2026 13:50:13 [Server Error] Exception: An item with the same key has already been added. Key: 2
   at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value)
   at MoreInventorys.src.BlockEntityFolder.BERackStick.OnBlockInteract(IPlayer byPlayer, BlockSelection blockSel) in C:\Users
\Damir\source\repos\MoreInventorys\MoreInventorys\src\BlockEntityFolder\BERackStick.cs:line 289
   at MoreInventorys.src.BlockFolder.RackStickBlock.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelecti
on blockSel) in C:\Users\Damir\source\repos\MoreInventorys\MoreInventorys\src\BlockFolder\RackStickBlock.cs:line 87
   at MoreInventorys.src.BlockFolder.DummyRH.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection bloc
kSel) in C:\Users\Damir\source\repos\MoreInventorys\MoreInventorys\src\BlockFolder\DummyRH.cs:line 28
   at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockInteract(Packet_Client packet, ConnectedClient client) in Vi
ntagestoryLib\Server\Systems\World\BlockSimulation.cs:line 500
   at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(Packet_Client packet, ConnectedClient client) in Vintag
estoryLib\Server\Systems\Inventory.cs:line 335
   at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\Server
MainNetworking.cs:line 275
   at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 964
Spoiler
17.7.2026 13:50:13 [Server Error] Exception: An item with the same key has already been added. Key: 2
   at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value)
   at MoreInventorys.src.BlockEntityFolder.BERackStick.OnBlockInteract(IPlayer byPlayer, BlockSelection blockSel) in C:\Users
\Damir\source\repos\MoreInventorys\MoreInventorys\src\BlockEntityFolder\BERackStick.cs:line 289
   at MoreInventorys.src.BlockFolder.RackStickBlock.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelecti
on blockSel) in C:\Users\Damir\source\repos\MoreInventorys\MoreInventorys\src\BlockFolder\RackStickBlock.cs:line 87
   at MoreInventorys.src.BlockFolder.DummyRH.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection bloc
kSel) in C:\Users\Damir\source\repos\MoreInventorys\MoreInventorys\src\BlockFolder\DummyRH.cs:line 28
   at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockInteract(Packet_Client packet, ConnectedClient client) in Vi
ntagestoryLib\Server\Systems\World\BlockSimulation.cs:line 500
   at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(Packet_Client packet, ConnectedClient client) in Vintag
estoryLib\Server\Systems\Inventory.cs:line 335
   at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\Server
MainNetworking.cs:line 275
   at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 964
MadSeraph, Jul 17th at 6:37 AM (modified Jul 17th at 6:37 AM)

The double corner variants appear uncraftable. It keeps wanting to craft the single variant. This is probably due to the recipe having the same pattern with differing quantities. That it works with the other types my just be pure luck.

MadSeraph, Jul 17th at 10:59 AM
@InfantryMan: the location of the hammer and nails changes in the recipes

Yes, that's how I confirmed the other two (the line and the regular) are functioning as expected. I have the latest posted version, 1.0.3. I tried different hammers, different planks, different material nails... I'm not surprised it's working for you. Same pattern different quantities is sensitive to anything that might alter the order of recipes in the registry. This would certainly break with any of the crafting grid optimizers out there, but I disabled those. It's probably something else, but I don't have time to narrow it down at this time.

I honestly don't know what ordering gaurantees vanilla makes. Please consider alternate recipes, e.g. combining two single racks to make a double similar to how vanilla does double chests. If anything making it compatible with optimizers that use hash lookups would be a big deal for many.

MadSeraph, Jul 18th at 1:19 AM
@InfantryMan: I didn't want to add extra unique crafting items, but I guess I'll have to. Okay, as soon as I have time, I'll make the recipes unique.

Thank you. This has got me wondering, though. I understand why you like the solution you had. It's clever. Maybe too clever. ;) Without explicit guarantees it's easy to not realize such a setup is even possible in vanilla. It makes me wonder what else might be common that is registry order dependent, if anything. Do you happen to know if it's documented anywhere whether this is a fully supported thing? I've been looking for something explicit, but not found anything yet.

ch4Ver, Jul 17th at 2:00 AM

This mod is extremely helpful; its well worth being seen by more players

InfantryMan , Jul 16th at 8:01 PM

Guys, I've added server synchronization for all blocks. I had to buy a second account for testing, but I think it's worth it =)

The current working version of the mod is 1.0.3 !

Important! in version 1.0.2 and lower, there is no synchronization on the server, what does this mean? If 1 player puts a chest on a rack, it will look correct for that player, but for other players, the chest will be misaligned, and it can be fixed by reloading the chunk.

Once again, I have already fixed this issue, and everything will work as it should in the 1.0.3 version of the mod.

Liliet, Jul 16th at 6:27 PM

Oooooo does it work with the storage vessels? If yes, it would be lovely to get Chunky Vessels compat too, though I might be getting ahead of myself. Chest racks are already super awesome

ISzing, Jul 16th at 4:56 PM

Can you make vessels stored on racks have the same spoilage values as in vanilla?

InfantryMan , Jul 16th at 5:20 PM
@ISzing: Can you make vessels stored on racks have the same spoilage values as in vanilla?

I could do this: if all the containers on the rack are storage vessels, then the food will spoil like in a storage vessel, otherwise like in a regular chest....

Fefa, Jul 16th at 6:25 PM
@InfantryMan: I could do this: if all the containers on the rack are storage vessels, then the food will spoil like in a storage vessel, otherwise like in a regular chest....

Maybe instead of making it act like vanilla, make it detects the vessel spoilage time and apply it? not sure if its possible, but it could help with mods like Ice Cold Vessel wich changes the spoil times of vessels if you place ice in its inventory.

InfantryMan , Jul 16th at 8:07 PM
@Fefa: Maybe instead of making it act like vanilla, make it detects the vessel spoilage time and apply it? not sure if its possible, but it could help with mods like Ice Cold Vessel wich changes the spoil times of vessels if you place ice in its inventory.

The point is that my rack is a huge chest that dynamically changes the number of slots, depending on what you put in it.

 If there are 2 chests and 1 storage vessel on the rack, I won't be able to make only the items in slots 33+ (because the first 32 are the 2 chests) deteriorate differently from the first 32 slots. as an option, I can add logic: if there are only storage vessel on the shelf, slow down the spoilage as if the food were in containers. If there is at least one container that is not a storage vessel, the spoilage is normal. I don't see any other options for now.

MadSeraph, Jul 17th at 6:36 AM
@InfantryMan: The point is that my rack is a huge chest that dynamically changes the number of slots, depending on what you put in it. If there are 2 chests and 1 storage vessel on the rack, I won't be able to make only the items in slots 33+ (because the first 32 are

This approach is going to become more painful over time, especially as people request mod support. I get wanting to try to make it one larger container, but the downsides are many. I just want a way to stack chests and vessels that doesn't look janky. I don't need or even want merged inventories or behaviors.

For example, I have a wall of double chests, 4 wide and 3 tall, each chest has one log type. If I use these containers, then it merges 3 at a time and I don't get the "one log per container" behavior. If I want all 3 open, vanilla already lets you open multiple containers. Instead of reimplementing every vanilla and requested modded container, just "host" them, and let them handle their own spoilage, inventories, animations, etc. That's my suggestion, anyway.

InfantryMan , Jul 16th at 8:08 PM
@Liliet: PLEASE

I'll think about the best way to do this, but it won't happen anytime soon. I want to add a few more rack options ;)

El_Neuman, Jul 16th at 1:24 PM (modified Jul 16th at 1:26 PM)

Легенда, мод просто пушка, нет слов))

Alexandru72733, Jul 16th at 10:32 AM

compatibility with Upgradeable Storage ??

InfantryMan , Jul 16th at 11:03 AM
@Alexandru72733: compatibility with Upgradeable Storage ??

I haven't implemented mod support yet, and only vanilla containers are currently available

manttou, Jul 16th at 9:21 AM

This mod is an absolute gem – a rising star in the making with incredible potential!

El_Neuman, Jul 16th at 6:16 AM

A mod on the level of Purposeful Storage. Thank you so much for such an amazing piece of work!

Randompug, Jul 16th at 6:14 AM

ooooooooo I like that double chest rack, I hated having them just floating in the air!

Art0, Jul 16th at 2:38 AM (modified Jul 16th at 2:40 AM)

This mod was so needed, omg. I've always hoped something like this would pop up! Can't believe it took this long for someone to make it :P

Would love to see a 1x2/1x3 variant of the stick rack as well. I love the way it looks

InfantryMan , Jul 16th at 5:11 AM
@Art0: This mod was so needed, omg. I've always hoped something like this would pop up! Can't believe it took this long for someone to make it :P Would love to see a 1x2/1x3 variant of the stick rack as well. I love the way it looks

I'm very glad that you liked the mod, I tried my best :3

Are you talking about the initial racks of sticks? I'll think about it.. It's assumed that this is not the most durable product, and it's only for the beginning of the game, so I haven't made any more variations, such as 2x3, but I think it's possible to make it smaller... 1x2 or perhaps 1x3

Art0, Jul 20th at 3:27 AM
@Art0: This mod was so needed, omg. I've always hoped something like this would pop up! Can't believe it took this long for someone to make it :P Would love to see a 1x2/1x3 variant of the stick rack as well. I love the way it looks

Oh gosh, I hope this isnt too annoying, but I'd love to see a 1x2 version of the wooden racks too 😅 They're my favorite design. Perfectly rustic :P

Fefa, Jul 16th at 2:26 AM (modified Jul 16th at 2:29 AM)

you could also add compatibility for upgradable storage and better crates? i woul dlove to use this mod with that kind of chests in a future :D.
Also, does the inventory slots changes based on the chest's inventory itself or its a fixed ammount. Lets say my vanilla chests has twice the slots than they should, will the final inventory slots be the sum of the actual chests slots?

InfantryMan , Jul 16th at 5:08 AM
@Fefa: you could also add compatibility for upgradable storage and better crates? i woul dlove to use this mod with that kind of chests in a future :D.Also, does the inventory slots changes based on the chest's inventory itself or its a fixed ammount. Lets say m

I haven't heard about this mod, I'll need to research it, and it's possible that I'll add compatibility, but not anytime soon, as I have a lot of work to do =)

The number of slots changes depending on how many slots are initially in the container you're trying to put on the rack, and everything changes dynamically!

MadSeraph, Jul 16th at 12:04 AM

Very cool! Something like this has been needed for a long time. I look forward to using it once multiplayer issues are sorted. 99% of the time it's just a MarkDirty call or handling in FromTreeAttributes needed.

Kyrios34, Jul 15th at 11:06 PM

this is really cool lol , any chance for compatibility with Upgradeable Storage? https://mods.vintagestory.at/upgradablestorage

InfantryMan , Jul 17th at 8:21 PM
@Kyrios34: this is really cool lol , any chance for compatibility with Upgradeable Storage? https://mods.vintagestory.at/upgradablestorage

Upgradeable Storage uses the vanilla code "chest/trunk", which I'm checking, which means that the mod has native support, and these chests fit on the shelves as if I had planned it :D

Ameliaaaah, Jul 15th at 10:34 PM

Love these shelves, they're super cool!

Noticed a small bug on our server, when adding a trunk to a shelf - to the person who placed the shelf they are oriented correctly - to other players, the trunks stick out sideways. Disconnecting and reconnecting fixes it, so it's just a sync issue.
Also the 'add chest' tooltip text is in Russian still, can this be translated too?

image

InfantryMan , Jul 16th at 5:05 AM (modified Jul 16th at 11:42 AM)
@Ameliaaaah: Love these shelves, they're super cool!Noticed a small bug on our server, when adding a trunk to a shelf - to the person who placed the shelf they are oriented correctly - to other players, the trunks stick out sideways. Disconnecting and reconnecting fix

Thank you for your feedback. Please check on the server how it now displays ? I think I have fixed the bug, but only for 2x3 racks in test mode. If everything is fine, I will do the same with the rest of the blocks. The fix is in version 1.0.2

Ameliaaaah, Jul 16th at 10:26 AM
@InfantryMan: Thank you for your feedback. Please check on the server how it now displays ? I think I have fixed the bug, but only for 2x3 racks in test mode. If everything is fine, I will do the same with the rest of the blocks. The fix is in version 1.0.2

The latest patch has sorted the label, yep! 
I won't be able to test the server sync until later - is that what the google drive version addresses? Or did that potential fix ship with 1.0.1?

InfantryMan , Jul 16th at 11:06 AM
@Ameliaaaah: The latest patch has sorted the label, yep! I won't be able to test the server sync until later - is that what the google drive version addresses? Or did that potential fix ship with 1.0.1?

in 1.0.1, I only added the translation of the prompts. I'm waiting for you to provide feedback on the server synchronization fix to update all blocks.

 Did I understand correctly that the link doesn't work for you?

DeScruff, Jul 15th at 10:23 PM

Glad I wasn't alone in wanting to put chests and trunks on shelves, rather then have them floating there.
Interesting method to solving the problem.

Dovinya, Jul 15th at 9:35 PM

Very interesting. I'll keep my eye on this one for sure as you work out the kinks and expand compatability.

Filvandrel, Jul 15th at 7:42 PM

Sweet! :D Would be cool to have compatibility with toolsmith, in dappled groves and other popular mods. I like it already

Bugspore, Jul 15th at 7:37 PM

Oooh this mod looks gorgeous! Looking forward to people testing it and making sure it works well before i add it to my saves

InfantryMan , Jul 15th at 7:39 PM
@Bugspore: Oooh this mod looks gorgeous! Looking forward to people testing it and making sure it works well before i add it to my saves

I recommend testing it in a single world, as it works, but I haven't tested it on the server.

Bugspore, Jul 15th at 7:40 PM
@InfantryMan: I recommend testing it in a single world, as it works, but I haven't tested it on the server.

Current trouble is my saves are for LAN multiplayer, exclusively. I might play with it alone to try it out though!

Forlornus, Jul 15th at 7:26 PM

Greetings! A wonderful looking mod. Due to the rampant AI problem on the database, I have to ask- did you use any AI at any point during the creation of this mod?

InfantryMan , Jul 15th at 7:37 PM
@Forlornus: Greetings! A wonderful looking mod. Due to the rampant AI problem on the database, I have to ask- did you use any AI at any point during the creation of this mod?

I only used AI to write this text :D I wrote the code myself, and I'll post the source code later.