A balanced progression based approach to convenient all in one key storage!
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 wrong don'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.
- example:
If you'd like to support my work, you can buy me a coffee!
[tabmenu]
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:
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weightless_keys
- So that they don't start weighing you down when you have 100+ of them.
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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
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use_finite_keys_list
- Whether to enable the finite keys list
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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.
[tabmenu]
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.
7.5K Downloads
If you are updating from a previous version of this mod, please read the pinned comment.
LICENSE:
-
Gilded Key Storage has had its license changed to the one below
-
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.
2.2K Downloads
Should still work on 3.6.0. Scream at me if it doesn't.
(no changes were made)
2.3K Downloads
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
1.2K Downloads
This version will only work with SPT 3.9.x
- 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
- Fix error caused by badly implemented mods adding invalid item IDs to secure container filters
- 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
17.1K Downloads
This version will only work with SPT 3.9.x
- Update for SPT 3.9.0
14.8K Downloads
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
Thanks to Estam for the insurance disabling functionality!
Note: The new insurance options require new entries in the config file, so make sure to overwrite the config file when updating
2.2K Downloads
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
2.6K Downloads
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
69 Downloads
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.
1.0K Downloads
If you're updating from a previous version, read the update instructions below!
This update rebalances the golden keychains to hold more logically organized lists of keys. Thank you Drakia for organizing them for me!
MK. I: Factory, Woods, Customs, Interchange, and Misc keys
MK. II: Lighthouse and Shoreline keys
MK. III: Streets, Reserve, and Labs keys
The keycard case is unchanged.
To update:
- This should be a simple update, but it hasn't been extensively tested, so I recommend backing your profile up before updating.
- Remove all keys from any golden keychains that you currently have in your profile.
- Overwrite the mod with the updated version in your user/mods folder.
- Make any config changes you had previously made, and you should be done.
If you have any issues, please report them so I can fix ASAP!
2.8K Downloads
Should still work on 3.5.8. Scream at me if it doesn't.
Should still work on 3.5.7. Scream at me if it doesn't.
Should still work on 3.5.6. Scream at me if it doesn't.
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).
756 Downloads
1.0.0
863 Downloads
REDOWNLOAD IF YOU REALIZED I AM DUMB AND FORGOR PACKAGE.JSON TY
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