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When picking up items, they go in the "items worn" section of the inventory #40122
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I was not aware that this was a new feature (nested inventory) being added and will probably take some time before it's completely ironed out. However, I still had behaviour that was not supposed to happen: a "none" item appears in the inventory and can be dropped but does not, as the name suggests, drop anything. I will close this entry as it is not a bug but a new incomplete feature being added. Thanks for your help. |
Describe the bug
I left the game running in the background for some time, then when I returned I noticed two things:
1- similar items which are normally grouped together (with the number in front of the name of the item) are now all separate and appear separately in the inventory, and
2- when I pickup something it appears as worn instead of going to the inventory. Like when I pickup aspirin, it appears as if I wore the aspiring!! I also noticed that my inventory capacity is bigger than normal and
3- I noticed that the memory usage of the game fell drastically, from 900mb to 100mb (I think memory was used by other foreground apps when I left CDDA running in the background)
I saved and quit, then reloaded the game. When the game reloaded I got the error message.
DEBUG : error: tried to put an item into a pocket that can't fit into it while loading. err: No success FUNCTION : void item_contents::combine(const item_contents&) FILE : src/item_contents.cpp LINE : 85
Steps To Reproduce
Expected behavior
Usually similar items are grouped. And usually when you pckup something it does not get worn even though it was not meant to be worn. Like wearing Aspirin!!
Screenshots
Versions and configuration
Dark Days Ahead [dda],
C.R.I.T Expansion Mod [crt_expansion],
Disable NPC Needs [no_npc_food],
Stats Through Skills [StatsThroughSkills],
Craft Ammo Mags & Belt Links [SD_Magcrafting],
MSX Alternative Floor Tiles [UDP_Old_Floor],
No Fungal Monsters [No_Fungi]
]
Additional context
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