[Tool] GD Stash

JRE is enough.

Hey Mamba - first of all thanks for the tool, its invaluable.

Secondly, it seems to be very unhappy about base game saves symlinked to the mod directory.

Well, it still works fine - but every time you save the stash or character you get spammed with object reference exception windows.

thanks :wink:

Secondly, it seems to be very unhappy about base game saves symlinked to the mod directory.

Well, it still works fine - but every time you save the stash or character you get spammed with object reference exception windows.

never did symlinks, so when you save the basegame file that is symlinked, there are object reference exceptions ?

Maybe because I do not actually write the file, I write a ‘temporary’ one and if that was successful, I rename the old one (thereby breaking the symlink) and then rename the temp one to the correct name, thereby maybe establishing the symlink again (at least now a file by that name exists again, even if it is a different one)

Can’t really think of anything else that could be causing it, might be worth investigating :wink:

EDIT: so I just created a symlink and changed both the original and the linked file and neither resulted in any exceptions…

What exactly are you linking ?

I restarted it and it went away?

I blame gremlins, they’re obviously after me lucky charrrms.

By the way - why is it that when you save a modded stash the crafting section’s search panel gets cleared, but not when saving to the base stash?

Its occasionally a little irritating :smiley:

no idea, it should not happen and does not happen for me. Are you sure you did not accidentally press the ‘clear’ button on the top left ?

Yup.

If I’m saving to a mod stash, and I’ve got the components listed, once I save the stash the list of items goes away.

I’m using the win32 binary, if that changes anything.

Oh, you are talking about the result list, not the search screen’s search criteria ? Will have to check that, they should not be cleared when you save / switch stashes, unlike on the Transfer screen where this does make sense (switch between SC and HC)

Yeah.

They don’t clear on the base game, but if you’re editing a mod stash - Cornucopia003’s anyway - it will clear on saving.

Version 1.03 released

Adds support for modded stashes

Modded stashes?

My understanding would be for characters that are running a mod. The items in a mod are not in the main game, so mamba had to modify his program to accommodate mods being run.

some mods have bigger stashes, the tool now shows that bigger size

that part happened with 1.0, you have to import and load the mod for the mod specific items to get displayed.

1.03 dynamically adjusts the grid size from the default 8x10 if the stash is bigger, which it is in some mods

Ah… so nothing to worry about, since I don’t really deal with that :wink:

agreed, you can ignore that - or consider it when deciding whether there is room to place more items :smiley:

True… wanna give me a heads up on where item sizes are stored?
Template maybe?

I go by the bitmap size, 1x1 grid is 32x32 pixels as a bitmap

The stash size is stored in the stash file itself, does not seem to always be reliable though, so I use it as a lower limit with the actual item locations as the upper limit

Makes sense… the stash itself is pixels as well, no?

Hum, I’ll look into it. Thanks.

can anyone tell me how on earth to use this