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ダウンロードは Nexus Mods 上で行われます(当サイトではファイルを配布しません)。対応バージョンは各ファイルの記載をご確認ください。
メイン QuickStack V0.19.1 (Game V3.0.0 - V3.3.0) v0.19.1
更新履歴(changelog)
- Works on game 3.3. On 3.3, 0.19.0 did nothing at all: the game replaced the callback the mod hooks to lock a container, the mod's startup failed on it, and with it went every hotkey and menu. - Game 3.3 changed how a container is locked, how containers and backpacks hold their items, and how an item stack exposes its count. The mod now handles the old and the new game from one download. On 3.3 the server's lock answer carries the container's contents, and the sweep reads them in before it writes, exactly as the game does when you open the box yourself. - If a later game update moves any of these again, the mod says so once in the log at startup and registers nothing, instead of failing on a keypress. - Nothing else changed: hotkeys, the fetch menu, craft from storage and your settings carry over. The same download still runs on game 3.0.0, 3.0.1, 3.1 and 3.2.0.
旧バージョン(15件)を表示
アーカイブ QuickStack V0.3.0 v0.3.0
⬇️ Nexus でダウンロードアーカイブ QuickStack V0.3.1 v0.3.1
⬇️ Nexus でダウンロードアーカイブ QuickStack V0.4.0 GameV3.0.0 v0.4.0
更新履歴(changelog)
Added — pull materials out of nearby boxes (')
Track recipe normal way, press ' in world. Every material you short comes out of nearby storage, exact amount, no box opened. Counts backpack + toolbelt first, pulls only difference. Reads recipe's effective ingredient counts — perks, gear, sandbox sliders all respected.
- Shift+' = more batches, Ctrl+' = fewer. Hold to ramp, faster longer you hold. Number is vanilla's own TrackedRecipeCount — multiplier game always had, never used — so stock HUD tracker follows live: title reads (xN), every have/need line scales. No new UI. Resets to 1 on new track.
- Batch = one craft, not one item. Vanilla tracker only knows single craft, ignores yield. So x20 of 5-per-craft arrow recipe = 100 arrows, and tooltip spells out: "Tracking Stone Arrow x20 = 100 items".
- Gear never pulled. Only stackable materials. Safety gate, not preference — XUiM_PlayerInventory.AddItem silently equips armour then reports previously-worn piece's count as leftover, leaving item in box AND on player.
- Never robs anyone (pullRespectLandClaims, default on). Box inside land claim not yours/ally's = skipped. Own base, ally's, unclaimed = fair game. Deposit unaffected.
- Slot-locked box slots never emptied. Full backpack takes what fits, box keeps rest — nothing lost. Sweep stops soon as it has what it came for.
- Forge recipes refused w/ message (weight-based, no per-item list).
- New config: pullHotkey (Quote), pullMaxBatches (10000), pullRespectLandClaims (true).
Fixed — nearby sweep skipped boxes w/ full stacks (was 0.3.2)
; only topped up stacks. Box holding nails 6000/6000 — even w/ ten empty slots — judged as nothing-to-receive, skipped outright. Now follows game's own smart-move rule (FillAndCreate): top up existing stacks, then start new stack for any item type box already holds. Item type box never held stays in bag, so organised base stays organised. One press of ; enough where vanilla needs two.
Changed
- X (open container) drives vanilla MoveSm…アーカイブ QuickStack V0.4.1 GameV3.0.0 v0.4.1
更新履歴(changelog)
- **Renamed to Stash & Fetch.** "Quick Stack & Sort" described the mod at v0.1.0; two features later it sweeps a whole base and pulls a recipe's materials back out, and the old name only named half of it. - **The internal id is unchanged**: the mod folder is still `Mods/QuickStack`, the config file is still `quickstack.xml`, the assembly is still `QuickStack.dll`, and the repo is unmoved. Renaming those would buy nothing and orphan everyone's settings on upgrade. Only `<DisplayName>` and the docs change, so this release drops straight over an existing install.
アーカイブ QuickStack V0.6.0 GameV3.0.0 v0.6.0
更新履歴(changelog)
Added — sweep reaches vehicles + junk drone - ; stash + ' fetch now hit nearby vehicle cargo (4x4, gyro, anything w/ storage part) and your drone — not just boxes. Same keys, same rules. - Still 100% client-side. Cargo rides on entity (Entity.bag), but unmodified dedi accepts + saves client write to it same as a box. No server mod. - No dupe by design. Server doesn't re-broadcast entity cargo → local copy can be stale. So sweep locks vehicle/drone, re-reads server's authoritative contents (like opening it does), then moves + saves. Lock → read fresh → move → save. Ride a teammate is in = skipped, never overwritten. - Only your own rides. Gated to vehicles/drones you own or are allowed on (nearbyEntitiesOwnedOnly, default on) — no land claim protects an entity, so this is the safety gate. Storage-less vehicle left alone; locked-against-you skipped. - 3 new knobs (all default true): nearbyIncludeVehicles, nearbyIncludeDrone, nearbyEntitiesOwnedOnly. Flip a target off → boxes only. Known limitation - On dedicated, other players see new contents when entity next streams to them / on relog — not instant. Your own view + save always correct. Non-issue in SP.
アーカイブ QuickStack V0.8.0 GameV3.0.0 V3.1 v0.8.0
更新履歴(changelog)
- **Your settings survive updates.** Editing `quickstack.xml` never lasted — every update overwrites it. Put what you want changed in `quickstack.local.xml` beside it instead; it overrides the shipped values and nothing writes over it, because that file is in no release. Same setting names and same malformed-value fallback, and the overrides are logged at startup. --- - **Works on game 3.1.** Two of the game's own members changed shape, and a mod binds those at build time, so the previous build threw `MissingMethodException` the moment you pressed a key: - `ItemStack.CanMoveTo` gained a second parameter in **3.1**. This is on the deposit path, so `;` (and the deposit half of `'`) failed outright on 3.1. - `RecipeQueueItem.Recipe` turned from a property into a field back in **3.0.1**. This is read when working out what a tracked recipe still needs, so fetching for a recipe was already failing on 3.0.1 — this release fixes that too. - **One download now covers 3.0.0, 3.0.1 and 3.1.** Rather than shipping a build per game version, the mod resolves those two members against whichever assembly is actually loaded, once at startup, and calls through a cached delegate afterwards (no per-item reflection cost). The boot log records what it bound: `[QuickStack] Game compatibility: ItemStack.CanMoveTo=2-arg, RecipeQueueItem.Recipe=field`. - If a future version moves either member again, the mod logs a warning and falls back to reading the item's own move restrictions rather than throwing — the "never stash something the game wouldn't let you" promise holds either way.
旧バージョン QuickStack V0.9.0 GameV3.0.0 V3.1 v0.9.0
更新履歴(changelog)
### Fixed - **Fetch (`'`) now brings materials that don't stack.** A recipe wanting three car batteries came back with every other ingredient and none of the batteries. The gate that did that was written to keep the fetch away from armour — the game *auto-equips* armour the moment it enters your bag, misreports what it moved, and crashes outright if the slot was empty — but it was written as "anything that doesn't stack", which swept up ordinary single-slot materials with it. It now refuses armour specifically. Affects car batteries, small engines, cooking pots, buckets of water and flashlights in vanilla, and whatever else an overhaul makes single-slot; recipes, fetch quests and challenge gather lists alike. ### Added - **It takes the lowest-quality copies in range.** Those materials each carry their own quality, and the fetch now surveys every container in range *before* it takes anything, then takes only the worst ones. Nothing is lost by that: a recipe's output never inherits an ingredient's quality (crafting tier comes from your perks), so a Q6 car battery builds exactly the same truck as a Q1 one — while running a battery bank three times as long. The good ones stay banked. If a container turns out to be unreachable mid-sweep (someone else is in it, or it despawned), the mod drops the restriction rather than leave you short. - New setting **`pullSingleSlotItems`** (default `true`) to go back to stackable materials only. Armour is never fetched either way.
アーカイブ QuickStack V0.10.0 GameV3.0.0 V3.1 v0.10.0
更新履歴(changelog)
Fixed: the nearby sweep (;) never put away car batteries, small engines, cooking pots or item mods - not even into a box already full of them. All of those are one-per-slot items, so a fresh slot is the only way one can go in, and the sweep refused to create one for anything that does not stack. It now does, for any type the box already holds - the same thing the vanilla X button has always done. ";" still reads your backpack only (never your toolbelt) and still skips any slot you locked. Set stackNearbySingleSlotItems="false" to restore the old behaviour. New: say how many, exactly. Type /qs 2500 in the chat box to set a batch count. /qs +100 and /qs -10 adjust it, and /qs max sets it to as many as your nearby storage can actually supply. The command is handled on your own client and never reaches the server, so it works on any vanilla dedicated server and nobody else sees it. New: fetch now follows sub-recipes. An auger needs bicycle handlebars - with none in range, ' gathers the handlebars' materials too and tells you to craft those first, instead of the track / fetch / craft / re-track dance. Only the shortfall is expanded: forty handlebars sitting in a box are used as forty handlebars, never re-made. Recipes you have not unlocked, forge recipes and quality gear are never followed. New: a shopping list of your own. /qs add auger, /qs add 2500 arrowStone, /qs rm, /qs clear. The game only ever tracks one thing at a time; this holds several, is remembered per world, and two entries wanting the same ingredient share what is in range instead of both claiming it. /qs on its own prints the list, the craft order and what is still missing. BREAKING: Shift+' and Ctrl+' no longer do anything. They were the batch ramp, and they were in a bad place - Shift is the game's own Run and Ctrl its Toggle Crouch, so every Ctrl+' also flipped your stance and left it flipped. ' on its own is unchanged; counts are typed now. With the /qs list empty nothing changes: ' still fetches for…
アーカイブ QuickStack V0.11.0 GameV3.0.0 V3.1 v0.11.0
更新履歴(changelog)
- New: a fetch quantity menu on Alt+'. Everything /qs does with a number, done with a mouse instead — for the players who will not open a chat box to use a quality-of-life mod. Pressing ' on its own still fetches immediately, so nothing about the existing fast path changes. - The layout is the feature. One row of +1 +5 +10 +25 cannot reach 25 from a default of 1: you land on 26 and have to walk back with a -1. So there are two rows, and their captions say which is which — a bare number (25) jumps to that value, a signed number (+25) changes by it. Both rows are configurable (pullPresets="1,5,10,25,100", pullSteps="1,5,10,25"). - MAX prints its own number — MAX (37), not MAX. A max button that quietly does nothing because nothing is in range is indistinguishable from a broken one, and the number is the answer you actually wanted. - The material list redraws as you dial, which is the one thing chat could never do. Those lines are the real planning pass, stopped before the first container is touched, so the preview and the fetch cannot disagree. Shortfalls are picked out in colour, and craft-this-first steps are listed in order. - The menu is bound to Alt because Alt is the only modifier 7 Days to Die leaves free — Shift is Run and Ctrl is Crouch — which is what lets it share the fetch key without the two ever firing together. - Three new settings in quickstack.xml: pullMenuHotkey (default "Alt+Quote"; set it to "" to switch the menu off), pullPresets and pullSteps. Hotkeys now accept Ctrl+, Shift+ and Alt+ prefixes. - The menu works on dedicated servers. A server sends its own copy of the UI layout files to every client on join, which discards a client mod's additions; the mod now replays its own window definition when that happens, so the menu exists online and not only in singleplayer. - Under the hood: /qs and the menu now resolve "what are we fetching, and how many?" through one shared path, so the two can no longer disagree about the target. Side effect: /qs 25 …
旧バージョン QuickStack V0.12.0 GameV3.0.0 V3.1 v0.12.0
更新履歴(changelog)
- New: craft from storage. The crafting window counts what is in your nearby containers as if it were in your backpack. A recipe whose materials are on a shelf across the room is drawn lit, not greyed; its have/need numbers include them; and the craft-count box and its MAX button count them too. Press Craft and the mod fetches that recipe's materials out of storage and hands the window back, with the recipe now genuinely craftable. Turn it off with craftFromStorage="false". - It reuses the ; and ' engine wholesale: the same radius, the same containers (boxes, vehicles, the junk drone), the same land-claim and ownership rules, the same safe lock handshake. Nothing new is sent to the server, and the mod is still client-side only. - Nothing is faked. The highlight is the game's own affordability check, handed a list that now includes what is reachable — real counts of real items, from the same scan a fetch would then move. Locked slots and modded copies are skipped on both sides, so the screen and the sweep cannot disagree. - The window closes and reopens on purpose. The server lets you hold one container at a time, and an open workstation is holding it; reaching for a box without letting go first is how a game gets itself stuck unable to open anything until you relog. So it lets go, fetches, and reopens the window the same way the game does when you look at the block — the right window every time, no-smelting forge included. - And it finishes the round-trip. Reopening rebuilds the recipe list, so your selection is gone; without putting it back, "press Craft again" really means "find the recipe again first". So the mod re-selects the recipe, restores your batch count and presses Craft. That press goes through the game's own Craft action on a window rebuilt moments earlier, with the materials now genuinely in your bag, so the part that spends them is untouched vanilla. If the fetch came up short the button is left disabled and nothing is crafted. Set craftAutoCraft="fa…
アーカイブ QuickStack V0.12.1 GameV3.0.0 V3.1 v0.12.1
更新履歴(changelog)
- Fixed: the nearby sweep (;) could destroy items when a teammate was standing in the box it wrote to. The items left your backpack, went into the container, and then vanished - gone from both. This hit every version from 0.7.0 on, and it needed only two players and one shared box in range. - The sweep has always taken the server's loot lock before writing, the same way opening a container does, so a box someone else is in gets skipped instead of overwritten. That refusal never actually happened. The sweep asked for its lock on a private channel, so the mod could tell its own locks apart from you opening a box and not pop a loot window for every container in range - but the server's exclusion test compares the channel as well as the container. A player standing in a box holds a lock on channel 0; the sweep asked on its private channel. Different key, no conflict, so the server granted a lock on a container someone was inside, every time. We wrote into their open box, their client kept the copy it had opened with, and the moment they closed it that stale copy went back to the server on top of ours. - The sweep now locks on the same channel vanilla does, so the server's refusal is real, and it tells its own locks apart by which container it is waiting on instead. A box a teammate is in is now genuinely skipped, and it is counted as skipped in the deposit summary rather than silently counted as filled.
旧バージョン QuickStack_v0.16.0_gameV3.0.0-V3.1.zip v0.16.0
更新履歴(changelog)
This is the first Nexus build since 0.12.1, so it carries 0.13.0, 0.14.0 and 0.15.0 with it. The two headline changes are an ADD TO LIST button in the crafting window, and an ally's land claim now counting as your own. - ADD TO LIST, a fourth icon in the tab strip above the ingredient table. Press it on any recipe and that recipe goes on your /qs shopping list, for the number in the batch counter beside it. Press it on a second recipe and the list ADDS UP: two recipes that both want glue become one number to go and find, not two separate hunts. - The list itself is not new - it has held recipes, aggregated their needs and fed the ' key since 0.10.0. What was missing was a way in. The only way to put something on it was /qs add <name> typed into chat, and opening the chat box CLOSES the crafting window, so no /qs verb could ever mean "the recipe I have selected right now". A finished feature went essentially unused. This is that one wire. - A LIST PANEL while you gather: what the whole list still needs, on screen, updating as your bags fill. Sub-crafts are listed deepest-first with the station each one needs. Every material line says both how much is still wanted AND how much is genuinely within reach, in amber when there is not enough anywhere - so "none of that anywhere" and "it is in the box behind you" stop looking the same. It moves nothing and locks nothing. /qs hud off turns it off. - Finished parts already in a box always win, so nothing is ever re-made that you already have. From 0.15.0: - AN ALLY'S LAND CLAIM COUNTS AS YOUR OWN, for stashing, fetching and crafting alike. It is a switch (allyClaims) rather than an assumption, because "ally" and "we share a base" are not the same arrangement - on a large server an ally list can be most of the player list. - A claim only ever says whose GROUND it is. Whether you may open the box standing on it is asked separately, and always was: an ally's padlocked box you are not on the allow-list of stays shut, exact…
アーカイブ QuickStack V0.17.0 GameV3.0.0-V3.1 v0.17.0
更新履歴(changelog)
A sweep now shows you it is working, and three lock bugs behind that silence are fixed. - A PROGRESS POPUP while ; and ' work: "Stashing... 4 / 12 containers", a bar, and a running count of what has gone in. It stays up until the sweep is finished, then holds the result for a couple of seconds. A press that finds nothing to do says so in the same place, so a press is never silent. - Why it was needed: a sweep is not instant. It walks its containers strictly one at a time and each one costs a round-trip to the server, so a press of ; looked exactly like a key that had done nothing for as long as the run took - and the natural response, pressing it again, landed mid-run. - Pressing the key during a sweep now answers instead of doing nothing. One sweep runs at a time, because the server hands out one container lock per player. - The popup takes no cursor, blocks no input and closes nothing, so you carry on walking while your haul goes away. showProgress="false" in quickstack.xml turns it off and leaves the end-of-sweep tooltip alone. - FIXED: a container could open by itself, seconds after a keypress, with you standing in it. The sweep gives a container three seconds to answer its lock request and skips it if nothing comes back - but that request is not cancelled. The late answer still arrived, and the game hands a lock answer to the container's own handler, which for storage means "open the loot window". Requests the sweep gives up on are now remembered and their answers swallowed once, and released again the moment you ask for a lock of your own, so a box you want open always opens. - FIXED: one lost answer stalled the rest of the sweep, and your own containers with it. A client's lock request is dropped, silently, while an earlier one is unanswered, and that state is only cleared by a lock response - so a single answer that never came stranded it. Every remaining container then sat out the full three-second timeout with no request ever leaving your machine, turning…
アーカイブ QuickStack V0.18.0 GameV3.0.0-V3.1 v0.18.0
更新履歴(changelog)
The range is settable in game now: /qs radius 30. - How far the mod reaches was the last setting that still meant leaving the game, editing quickstack.local.xml and starting it again - which made it the one you could not answer "is that box in range?" with, standing in the base where the chat box is and the file is not. /qs radius on its own reports the current value, anything outside 1-128 is clamped, and what you set is saved to quickstack.local.xml like every other /qs change, so updating the mod never resets it. - It is one number for all of it: the ; sweep, the ' fetch, craft-from-storage and the list panel all read nearbyRadius. Widen it and the crafting window counts the far shelf in the same press that makes the sweep stash into it. Takes effect on the next press, not the next restart. - Bigger is not free. Every press sweeps every container in range and each one costs a round-trip to the server, so 128 blocks over a large base is a slower key as well as a wider one. Raise it when a sweep is missing boxes you meant to include.
アーカイブ QuickStack V0.19.0 (Game V3.0.0 - V3.2.0) v0.19.0
更新履歴(changelog)
- **Claims game 3.2.0.** `GAME_VERSIONS` widens from `V3.0.0-V3.1` to `V3.0.0-V3.2.0`. Verified in game on a real V3.2.0 b10 client, not inferred: see `VERIFIED` for what was actually exercised. No behaviour changed — this release is the claim and nothing else.
📦 このMODを含むコレクション (全1件)
このMODが採用されている Nexus コレクション(人気順)。まとめて導入したい人の入口に。
- pierce's modpack by pierc
MOD 解説
箱を開けることなく、収納場所からアイテムを保管・取り出し・クラフトできます。1つのキーを押すだけで、手持ちのアイテムすべてを周囲のコンテナに送ることができます。もう1つのキーを押せば、不足しているアイテムだけを正確に取り出すことができます。クラフトウィンドウでは、これらのコンテナがバックパックとして扱われ、
原文(英語)を表示
Stash, fetch and craft from storage — without ever opening a box. One key sends your whole haul into the containers around you. Another pulls back exactly what you're short of. The crafting window counts those containers as your backpack,
導入前チェック(前提 / 競合 MOD)
情報はまだありません。導入済みの方はコメントで情報をお寄せください。
