Jehree added a new file:
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This mod aims to add a balanced way to store all your keys in one grid square, and do so in a convenient way that makes it easy to tell if you have already acquired a key.
To install, place the Gilded Key Storage folder in your user/mods folder.
This mod makes keys have unlimited uses, weightless, and discardable by default. Disable those things in the config if you
're wrongdon't like them.
This mod adds:
1: Golden Keychain Mk. I, Mk. II, and Mk. III
- Between these three keychains, ALL mechanical keys in the game can be stored. They will not accept duplicate keys, meaning if you have a key and cannot drag it onto any of the three Golden Keychains, you already have that key!
2: Golden Keycard Holder
- Same as the keychains, but can hold all keycards including a total of 9 Labs Access Cards.
3: Secure Key Box
- This is where it all comes together. This box holds all three of the Golden Keychains, and also the Keycard holder. Additionally, it has a 5x5 storage compartment for loose keys. With all 5 cases you can store every key and keycard in the game in a 1x1 grid cell.
- In raid, the process would look something like this: Find a key and drop it into the Secure Key Box. When you have a safe moment, open the Secure Key Box and drag the key over your keychains/ keycard holder to see if there is a free slot available for it. If so, great! Drop it in there, you acquired a new key. If it won't fit, then you know you already own the key and can either toss it or keep it in the Secure Key Box to sell if it is valuable.
If you'd like to support my work, you can buy me a coffee!
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The three keychains and the keycard holder are all coded like attachment rails. This means that they will take only ONE of each item that they hold, preventing them from holding duplicates and making it easier for you to tell if you have already acquired any given key you pick up in raid. The keychains themselves all hold a unique third of all mechanical keys, this is because there are too many to fit onto a single one.
Nearly all aspects of these cases, how they are acquired, etc. can be tweaked in the config if there is something you don't like. I have them spread out between traders to make them more challenging to acquire when using my PTT overhaul.
By default, these other config options are set to true. Disable them if you like:
- weightless_keys
- So that they don't start weighing you down when you have 100+ of them.
- no_key_use_limit
- Because I don't like the limits lul. (Labs Access Cards still are consumed)
- keys_are_discardable
- So that you cannot accidentally delete your keys by discarding a case.
- all_keys_in_secure
- Allow all keys to be put into secure containers, this fixes the Bloody Rusted Door key not being able to go into the secure container
- use_finite_keys_list
- Whether to enable the finite keys list
- finite_keys_list
- A list of key ids that will not have their use set to unlimited
Each case can be obtained through a barter trade of their normal perquisite item, some gold items, and one key that will go into the case. I have added some supportive barter trades to make these items less of an RNG grind to get.
Supportive Barters:
- The Gingy Keychain can be acquired from LL1 Mechanic for 1 Keytool, from LL1 Jaeger for 1 Prokill, or from LL1 Ragman for 1 Gold Neck Chain and 3 Chainlets.
- The Cottage Backdoor Key can be acquired from LL2 Prapor for 1 Intelligence Folder, 1 SAS Drive, and 1 Secure Flash Drive.
Golden Keychain Mk. I:
- Acquired from Therapist LL1 for 1 Gingy Keychain, 3 Golden Neck Chains, and 1 Emergency Factory Exit Key.
Golden Keychain Mk. II:
- Acquired from Ragman LL1 for 1 Gingy Keychain, 3 Golden Neck Chains, and 1 Cottage Back Door Key.
Golden Keychain Mk. III:
- Acquired from Skier LL1 for 1 Gingy Keychain, 3 Golden Neck Chains, and 1 Tarcone Director's Office Key.
Golden Keycard Holder:
- Acquired from Peacekeeper LL1 for 1 Keycard Holder, 3 Golden Neck Chains, and 1 Labs Access Card.
Secure Key Box:
- Acquired from Therapist LL2 for 1 Defibrillator, 1 Golden Rooster, 1 Keytool, and 300k roubles.
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If you are an average user, please do not use these features! They are janky and only meant for testing!
Debug features:
- log_missing_keys will log any keys in the database that are not in gilded cases in the config to the console in purple. This is useful for finding missing keys if more are added to the game.
- give_profile_all_keys will add all keys in the game as well as all gilded cases to the profile you load up inside its stash. Make sure you have room near the top of the stash for all these items or some will be inaccessible.
- Exit the game normally via the exit button to have all items that were added for testing automatically removed from the profile.
- force_remove_debug_items_on_start is a fail safe option to remove all of the debug items on start instead of on exit. Set give_profile_all_keys to false and force_remove_debug_items_on_start to true if you get client errors on load about a key in the profile that has "already been added".
you can find all of these options near the bottom of the config file.