Gilded Key Storage

  • Jehree added a new file:

  • i seem to be getting a lot of "

    Item Golden_Keychain3 not found in item base cache

    Item Golden_Keychain3 not found in item base cache"

    spammed in console

    it seems to be happening when i add in loosekeymodifier 1.0.1 by Kaeno or item info 3.1.6 by ODT

  • Jehree added a new version:

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    This update has a few code and config changes, so if you've made changes to the config you will need to manually make them again in this version.


    This updated fixes the issue where the cases would not show up in the handbook or the flea market.

    • Added config option to individually ban each case on the flea. By default they are banned, but you can still use the flea to search for the traders selling them.
      • This should also stop the cases from showing up on Fence. If you have this update and still see Fence selling them, please let me know!
    • Changed default price of each item to be 1mil +, so if you enable it to be bought from flea it will be pricy (unless you change that too, ofc).
  • Jehree added a new version:

  • Jehree added a new version:

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    Small hotfix, fixes issues when used with SAIN causing bots to run out of ammo. Something to do with the Boss Container, idk man it makes no sense lmao but it is fixed.

  • Jehree added a new version:

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    Should still work on 3.6.0. Scream at me if it doesn't.


    (no changes were made)

  • Jehree added a new version:

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    LICENSE:

    • you may consider this explicit permission to do whatever you want with any Gilded Key Storage versions prior to this one. If you are interested in iterating on or otherwise doing something with Gilded Key Storage versions 1.2.0 and forward that is prohibited by the license (redistributing an edited version, using it in a modpack, etc.) please reach out to me first. There's a very high percent chance that I will be okay with it.


    UPDATE:

    • Incorporated Jaxander's reordering of the keys. Thank you for doing that, Jaxander!
    • Added streets expansion keys and ordered them to be somewhat logical with Jaxander's reorder
    • Added some janky over-engineered debug features. If you are an average user of the mod, please ignore them. If you want to know more, see the new Debug Features tab.
  • Jehree added a new version:

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    This version will only work with SPT 3.8.0


    Update for SPT 3.8.0

    • Add new keys
    • Add functionality that auto-migrates to new layout when updating
    • Add a new finite_keys_list list, enabled via use_finite_keys_list. Thanks @odt1
    • Add a new all_keys_in_secure option, enabled by default. Allows adding the rusted bloody key to secure containers
  • Jehree added a new version:

    Quote

    This version will only work with SPT 3.8.0

    • Moved new configs to the top of config.json
    • Remove quest key from key list
    • Add missing streets keys
    • Don't output quest keys in missing keys list
    • Refactor a bunch of code, should work with SVM properly now
  • Jehree added a new version:

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    This version will only work with SPT 3.8.0

    • Allow disabling insurance for keys and gilded key containers
    • Resolve issue that caused magazine presets to not function


    Note: The new insurance options require new entries in the config file, so make sure to overwrite the config file when updating

  • [Gilded Key Storage]: Keys missing from config:

    -------------------------------------------

    Voron's hideout key

    664d3ddfdda2e85aca370d75

    -------------------------------------------

    USEC cottage room key

    66265d7be65f224b2e17c6aa

    -------------------------------------------

    Dorm overseer key

    664d4b0103ef2c61246afb56

    -------------------------------------------

    Leon's hideout key

    664d3de85f2355673b09aed5

    -------------------------------------------

    Shatun's hideout

    664d3db6db5dea2bad286955

    -------------------------------------------

    Grumpy's hideout key

    664d3dd590294949fe2d81b7

    -------------------------------------------

  • TypeError: Cannot read properties of undefined (reading '_type')

    TypeError: Cannot read properties of undefined (reading '_type')

    at C:\380\user\mods\Jehree-GildedKeyStorage\src\mod.ts:176:71

    at Array.filter (<anonymous>)

    at Mod.adjustItemProperties (C:\380\user\mods\Jehree-GildedKeyStorage\src\mod.ts:175:67)

    at Mod.postDBLoad (C:\380\user\mods\Jehree-GildedKeyStorage\src\mod.ts:108:14)

    at PostDBModLoader.executeModsAsync (C:\snapshot\src\loaders\PostDBModLoader.ts:77:45)

    at PostDBModLoader.onLoad (C:\snapshot\src\loaders\PostDBModLoader.ts:30:24)

    at App.load (C:\snapshot\src\utils\App.ts:57:26)

    TypeError: Cannot read properties of undefined (reading '_type')

    TypeError: Cannot read properties of undefined (reading '_type')

    at C:\380\user\mods\Jehree-GildedKeyStorage\src\mod.ts:176:71

    at Array.filter (<anonymous>)

    at Mod.adjustItemProperties (C:\380\user\mods\Jehree-GildedKeyStorage\src\mod.ts:175:67)

    at Mod.postDBLoad (C:\380\user\mods\Jehree-GildedKeyStorage\src\mod.ts:108:14)

    at PostDBModLoader.executeModsAsync (C:\snapshot\src\loaders\PostDBModLoader.ts:77:45)

    at PostDBModLoader.onLoad (C:\snapshot\src\loaders\PostDBModLoader.ts:30:24)

    at App.load (C:\snapshot\src\utils\App.ts:57:26)

  • Jehree added a new version:

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    • Add missing keys (Thanks CJ and TetrisDev!)
    • Add Ref keys + Rusted to finite list (Thanks CJ!)
    • Fix automatic key correction for new key offsets
    • Fix issue where cases couldn't be added to all slots of Theta secure container
    • Refactor some code to be more consistent and always cover all grids not just the first
    • Update version


    There is no need to remove keys from your containers before updating, the mod handles automatically moving keys to their new slots on login if necessary

  • Jehree added a new version:

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    This version will only work with SPT 3.9.x

    • Fix issue where labs access keycards would stack in a single slot
    • Attempt to fix any previously stacked keycards


    There is no need to remove keys from your containers before updating, the mod handles automatically moving keys to their new slots on login if necessary.


    However if you have overloaded the labs access keycards in your Keycard Case, you may need to remove all keycards then restart your client to resolve any stacked keycards due to a bug in the previous release

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