Oh, very fine!
Hmm, maybe we will see it with the addon!?
Oh, very fine!
Hmm, maybe we will see it with the addon!?
Does crafting tab follow the same pattern as in-game drop mechanics, assuming I didnāt change anything in the options regarding it?
For some reason I canāt double-rare Bernardās Slightly-Chewed Buckler or Skinnerās Torch but Wardenās Fortress works just fine.
yes, it only allows affixes and affix combinations that the item can have in game
For some reason I canāt double-rare Bernardās Slightly-Chewed Buckler or Skinnerās Torch but Wardenās Fortress works just fine.
the drop down lists show the possible affixes, after selecting a prefix / suffix the available suffixes / prefixes get adjusted so you can only select valid combinations. If this prevents you from creating a double-rare that is because it could not drop like that in game.
āChance to blockā, a base bonus of any shield, is shown as āx% chance of y% shield block chanceā and is grouped with normal modifiers.
āDebuff over x secondsā is shown completely different in-game.
Crafting ingredients, Scraps at least, can be stacked as high as 999 in-game but only 100 in the program.
thanks will have to look into that
āDebuff over x secondsā is shown completely different in-game.
yes, to get everything exactly as in game is a pain, there are so many variations that you essentially end up with huge if ā¦ then ā¦ else ā¦ constructs when you attempt it.
I did not, instead I have some logic to determine what to show based on which values in the DB entry are filled (there are still some cases to consider, but a lot less). Ideally that result would always be identical but I am not overly concerned when it is not, as long as the data shown is accurate and not plain wrong / missing information. Might eventually try to always have identical results, but it is not a priority at all.
If you find more of these, please let me know though
Crafting ingredients, Scraps at least, can be stacked as high as 999 in-game but only 100 in the program.
They might have changed that in GD, I believe I used the stack sizes that existed at the time I added stacking. Will check that.
fixed
Crafting ingredients, Scraps at least, can be stacked as high as 999 in-game but only 100 in the program.
that is not entirely accurate
Scrap in the internal DB can be stacked a lot higher. It is āwithdrawnā from the DB in increments of 100 which you then place in the shared stash or char.
No items at all can be stacked in the shared stash or char in the tool, they can only be moved. I did not consider it worthwhile to add the logic since you can always do so in game.
The question thus is if the increment should be increased to be equal to the stack limit in game (which apparently now is 1000, except for potions which are still at 100).
Hello mamba,
Iāve a idea for your superb tool!
Char to Char transfer, if itās possibility!?
Possible yes, I donāt really see much need though. Most items can be easily transferred in-game (anything not soulbound or a quest item). This does not really leave much to transfer, and what it does leave can easily be transferred by storing and retrieving it from the toolās database, provided you allow the transfer of these items between chars in the settings.
Thanks for your great and useful work, Mamba. A must have, at least until anyone releases an ingame multitab stash.
A suggestion: for those who only use GDStash as virtual vault, will be an option to add a āMove to stash and delete from DB buttonā? Same as Move item to DB, but in the opposite direction.
Best regards.
from what I am reading in the mod discussion threads, that is not possible, in which case I am safe
A suggestion: for those who only use GDStash as virtual vault, will be an option to add a āMove to stash and delete from DB buttonā? Same as Move item to DB, but in the opposite direction.
wonāt be a button, as you have to place the item in the stash, while you do not have to do so when adding it to the DB, but I am thinking of adding a config setting for it.
Can you make mod support for your program somehow? I unfortunately canāt transfer my vanilla stashes to my modded characters. Being able to generate items via your program would help me efficiently test things.
Thanks for all your work regardless.
Been thinking about that recently, it is not as easy to fully support, but there are some low hanging fruits
Turning a stash into a mod stash is very simple, but of course this also means you have standard items only
Turning a mod stash into a standard stash is just as simple, but that means you lose all mod specific items / affixes
Where it becomes complicated is when you want to support a mod past that level. For mod specific items, affixes etc. I would have to import its database.arz. I would also have to distinguish between the vanilla one and a mod-specific one as you do not want to lose the stored vanilla items just because you loaded a mod database.arz.
I am not sure this could be fully done even if I wanted to (which I do notā¦), would have to check if the char knows which mod it belongs to, like the stash does.
The final level then would be the char edit screen where rift gates, shrines and factions are hard coded rather than taken from the database.arz. Most of the data is in there as well, I just did not use itā¦ the shrines and rifts are identified by a GUID, that I have not found anywhere yet, I assume it exists somewhere too though
For now, the easiest solution is to use a vanilla char, craft the items, store them in the char inventory and then copy the char to the mod folder.
Of course that allows only for vanilla items, but so do the ālow hanging fruitā.
You could install a second copy of GD Stash to import your mod database.arz, thereby avoiding the above issue with already stored vanilla items, and can then also craft items of your mod.
To transfer them, copy the char to the user dir, as mentioned.
That should work ok until I actually add any kind of mod support.
EDIT: you should already be able to load the mod stash and craft into it directly when you change the save dir to the one your mod stash is in
Hi Mamba,
I just wanted to ask. I plan on installing and playing Jiacoās Grimmer, Grimmest mod tonight. In relation to GD Stash and exclusively the Stash deposit and withdrawal feature, will there be any complications with GD Stash interacting with GD when using the mod or will it function completely normally?
Thanks, bud!
Syn
I do not really know that mod. In general any mod that does not add or more importantly remove items or affixes should work without any issues as far as storing and crafting items goes.
You would still see the vanilla stats (even if the mod changed them) unless you import the database.arz of the mod.
I do not believe Grimmer does any of that and only changes spawn rates and possibly monster stats, in which case there is no problem whatsoever and you can just keep using the vanilla database.arz in GD Stash.
If the mod adds or removes items, you will need to import its database into the tool as otherwise the new items and item changes are not known to it. In this case I recommend either backing up your stash first or installing a second copy of GD Stash specifically for the mod. You can export your vanilla items and import them in the second install.
If the mod only adds things, this is not necessary but if it removes items or affixes, importing its database.arz would result in the stored items that no longer exist getting removed from storage too. I therefore recommend exporting your stash before importing a mod database.arz to be safe. The import summary should tell you if any items got removed by it (you can also export the stash again after the arz import, if the two exports are the same size, nothing changed).
Thank you for that clarification, Mamba. I do not believe that Grimmer, Grimmest modifies any item stats - as you said, only increasing monster spawns and stats.
I think I will install a second iteration of GD Stash as I want to keep the items collected from my Vanilla characters separate to that which my mod characters collect.
Can you advise what I need to do to tell the 2nd instance of GD Stash to allocate the items collected from the modded character to a database that does not contain the items collected from my Vanilla characters? A completely separate database, as such.
Perhaps a step by step guide if you are feeling extra generous, Mamba
Thanks so much, Mamba!
Syn
Just what I was looking for!
Why wonāt the developers implement something like this into the game themselves?
I just attempted to direct message Mamba and the terminal informed me that I must make three posts in the forums before I can direct message anyone, so, kindly, please ignore this message.
A separate install is really nothing more than unzipping the tool to a different directory and going through the setup steps again
Will look into making it a bit easier to use a mod in one of the next releases
Thanks for that, Mamba. I will have to reread your response a number of times before I understand itā¦ Hopefully I do not experience too much difficulty and I can get to playing.
I know where to come if I have any further questions
Thanks, bud!
Syn