Pick and spawn your purchased items from the truck's monitor - no more auto-scattered inventory. Supports favorites (auto-spawn every run) and a hide list.
In-game settings, in the Mods menu alongside every other mod.
REPOConfig and MenuLib are required dependencies from this version on.
Save Changes / Revert / Reset To Default behave exactly as they do for any
other mod on that page. (Without REPOConfig the settings appear as their own
page under Settings instead.)
New setting: monitor range - how close you have to stand to the truck's
monitor for the item panel to appear. Was hardcoded to 8; now adjustable
between 1 and 20.
All seven monitor keybinds (move up/down, previous/next tab, spawn, cycle
favorite, toggle hide) are now rebindable: click a row, press the key you
want. Esc cancels, Delete unbinds. The hint line on the monitor updates to
match whatever you bind them to.
The Debug settings stay out of the in-game menu. They're development tools -
the hotkey toggle in particular lets you skip between Shop, Prepare and Run,
which is not something to leave one click away during a real run. They're
still editable in the .cfg file.
The hide list is now saved to disk, the same way favorites already were.
Previously it was forgotten every time you closed the game.
Fixed: when another player spawned an item, your own monitor kept showing the
old count until you switched tabs. Every other networked change already
refreshed the list; this one had been missed.
Fixed: walking up to the monitor showed whatever was last drawn, which could
be several minutes stale. The list is now rebuilt as the panel appears.
Fixed: leaving the settings page while a keybind row was waiting for a key
left it waiting, so the next key pressed anywhere in the menus was silently
bound to that action.
Binding a key that another action already uses now clears it from that other
action instead of leaving two actions on one key, where the second one would
never fire and nothing on screen said why.
0.1.5
Critical multiplayer fix: the actual root cause of "spawning does
nothing in multiplayer" - including for the host. The spawn RPC looked up
the requested item in the game's item dictionary using its display name
(e.g. "C.A.R.T."), but that dictionary is keyed by the internal asset name
(e.g. "Item Cart Medium") instead. The lookup never matched anything, so
every multiplayer spawn request was silently treated as an unknown item and
dropped, for host and clients alike. This RPC path had never been tested in
a real multiplayer session before now. Fixed the lookup to match on the
display name property instead of using it as a dictionary key.
0.1.4
Critical multiplayer fix: clients could press Enter to spawn a purchased
item and nothing would happen. Caused by the host's favorites auto-spawn
step consuming stock only in its own local list, never syncing that
consumption to clients - so clients saw stock that no longer existed on the
host, and their spawn requests were silently rejected. Stock consumption
from favorites is now broadcast to every client.
0.1.3
New icon: a small mockup of the actual monitor UI (tabs + a highlighted
list row) instead of a generic screen graphic.
Removed the outdated "equipment slots may not carry over into Run" known
issue note - confirmed fixed.
0.1.2
Added a support/donation link to the README.
0.1.1
EnableDebugDumps and EnableDebugHotkeys now default to false. They're
developer-only tools (the hotkeys let you skip between Shop/Prepare/Run),
not meant to be on by default for normal play.
Added screenshots to the README.
0.1.0
Initial release.
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