Skip to content

Help with saves altered by inventory-stacking mods (v1.7.0) - #68

Merged
Valkerran merged 9 commits into
mainfrom
feature/overfull-warnings
Oct 2, 2026
Merged

Valkerran merged 9 commits into
mainfrom
feature/overfull-warnings

Conversation

@Valkerran

@Valkerran Valkerran commented Oct 2, 2026 •

Copy link
Copy Markdown
Owner

Helps players whose saves were changed by an inventory-stacking mod. Those saves list more items in a container than it has slots, and very full containers make the game stutter or freeze on load. Part of #64, which stays open for phases 4-5 (the container-size knowledge base).

What changes for players

  • Over-full warnings. A container holding more items than slots, or more than 7,200 items (90% of the game's 8,000-per-inventory load cap), gets a badge on its card and appears under a "Needs attention" filter. The Overview page shows a banner when a save has any.
  • Repair into a new save file. It trims every over-full container to N x its size (1 x by default, never above 7,200) and writes the result to a new file in the next free slot. The opened save is never written. Ticked item types first move into free space in storage the player built, on the same planet. Game Pass saves keep their BOM-less format.
  • Move part of a stack. The Move dialog asks how many to move, with an "All" option, and no longer offers containers that are already full.
  • Origin tags. Each card is tagged "Built by you", "Map" or "Wreck", and there is a "Built by you" filter. Containers whose origin the save can't settle get no tag.
  • Faster Inventories page. Cards show a row per stack of identical items, and an "Identical items" setting (Automatic / Grouped / One by one) is remembered. On a 276,401-item save, bringing the biggest container (7,738 items) into view went from a 6.1 s freeze to 46 ms.
  • Vitals and status colours now stay right after switching between light and dark theme.

Notes

Verification

  • Both test projects pass (83 + 361), and the build has no warnings. The localization satellites and AppStream metadata were regenerated with no drift.
  • Checked against a real modded save (337 over-full containers):
    • the Repair wrote a copy and left the original's SHA-256 unchanged;
    • moving into free storage first kept 30,126 items;
    • the origin tags came out as 3,041 Built, 7 Map and 61 Wreck, with 5 countertops left untagged.

Follow-ups from player feedback

Inventory-stacking mods keep a container's size but list every stacked
item, leaving saves with far more items than slots (issue #64). Each
card's capacity badge now shows "over-full" when it holds more items than
its size, and "near load limit" past 90% of the game's 8,000-item
per-inventory load cap, each with its own icon, colour, tooltip and
screen-reader help text. A "Needs attention (N)" filter shows only the
flagged inventories and appears only when there are some.

Machine output inventories (farms, ore breakers, algae generators) are
linked through siIds rather than liId; they are now labelled by, and take
the world of, their owning machine instead of showing as "Inventory #N".
A stacking-mod chest can hold thousands of one item, and a row per item
built tens of thousands of controls for a single card: bringing a
7,738-item chest into view froze the page for six seconds (issue #64).
Items that differ only by id now share a row with a count ("Iron x 1500");
items with any other difference, such as a genetic trait's colour or a
crop's growth, stay on separate rows. Searching by item id still lists
each match on its own row, so a particular item can be found and moved.
Move on a stack moves its last item.
Players opening a save altered by an inventory-stacking mod had to find
the Inventories page to learn anything was wrong (issue #64). The
Overview now opens with a banner, shown only when it applies, giving how
many containers hold more items than their size and how many are close
to the game's 8,000-item load limit, with a "Show them" button that opens
Inventories filtered to those containers. The counts come from the same
cards the Inventories page builds, so the two cannot disagree.
With stacks shown as one row (issue #64), Move could only take one item
at a time, which is no way to empty a chest holding 1,500 of something.
The dialog now asks how many to move when there is more than one, with an
All button, and disables any destination without room for that many. The
move takes the last items of the stack, all of them or none: if the
destination cannot take every one, nothing changes and the message gives
the free room. Moving one item works as before.
A save left by an inventory-stacking mod can hold hundreds of thousands
of items beyond what its containers allow (issue #64). The Overview banner
now offers Repair, which previews exactly what trimming every container
to a chosen multiple of its size would remove (1 = what an unmodded game
allows; never more than 7,200 items in one container), then writes the
result to a new save file beside the original. The opened save is never
written: the copy keeps the original's file format, including the
BOM-less one Game Pass needs, and if it cannot be written the original is
reopened and nothing changes. The last items of each container go first;
an item that holds an inventory of its own is never removed.
The vitals and status-message colours came from converters that looked
the brush up once, so switching between light and dark with PCEdit open
kept the old theme's colour: the Overview's vitals went near-invisible in
dark mode (issue #64). A vital's level and a message's kind now set a
style class, and the styles take their colour from the current theme.
The converters that resolved colours, and StatusPalette, are gone.
Grouping identical items into one row (issue #64) is essential on a
stacking-mod save but hides each item's id on a normal one. An "Identical
items" setting now chooses: Automatic (the default) lists every item on
its own row and groups only when the save has containers that need
attention; Grouped always groups; One by one always lists, except that a
card with more than 500 items is still grouped, and says so, so the page
cannot freeze. The same limit now applies to searching by item id. The
choice is remembered between runs.
Players with thousands of containers had no way to pick out the ones
they built (issue #64). Each card now carries an origin tag: "Built by
you" (highlighted, with an icon), "Map" for crates the developers placed
in the game's map, or "Wreck" for wreck containers, with an explanation
for screen readers. A "Built by you" filter shows only the player's own.
The save cannot always tell a built countertop, fridge or vault from one
found in a wreck; those cards get no tag rather than a guess.
v1.7.0 adds help for saves altered by an inventory-stacking mod (issue
#64): over-full warnings, the repair into a new copy of the save, moving
part of a stack, container origin tags, the identical-items setting and
the vitals colour fix. The changelog entry describes them for players,
the README gains a short section on them, and CLAUDE.md covers the new
services, the store's save-a-copy, and the theme-safe colour approach
that replaced StatusPalette.
@Valkerran Valkerran added the enhancement New feature or request label Oct 2, 2026
@Valkerran
Valkerran merged commit 0c6e286 into main Oct 2, 2026
8 checks passed
@Valkerran
Valkerran deleted the feature/overfull-warnings branch October 2, 2026 07:07
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

enhancement New feature or request

Projects

None yet

Development

Successfully merging this pull request may close these issues.

Knowledge base of expected container sizes, with a save-health check for modified saves Edit Container Items

1 participant