2.4: Are modules disappearing from storage? Or it is just me?? Anyone else???

I swapped out a moderately engineered HRP for a shiny new MRP. I thought I stored the HRP but can't seem to find it now. No big deal, actually. But... is there something in the journal I can look up to see what I actually did? If only I could remember when I actually did it...
 
Just going to mention that when you swap/replace already installed modules, the game defaults to storage UNLESS your module storage is full, in which case it quietly sells the module without making any mention of it or otherwise highlighting that it's about to sell your module. So that might have happened.
 
Just going to mention that when you swap/replace already installed modules, the game defaults to storage UNLESS your module storage is full, in which case it quietly sells the module without making any mention of it or otherwise highlighting that it's about to sell your module. So that might have happened.


That could explain the loss of an engineered 5A thruster I had, I just assumed I'd stupidly sold it, but if what you say is true, that's a terrible setup.
 
Just going to mention that when you swap/replace already installed modules, the game defaults to storage UNLESS your module storage is full, in which case it quietly sells the module without making any mention of it or otherwise highlighting that it's about to sell your module. So that might have happened.

It happened to me and a friend when our module storage was not full. V
 
That could explain the loss of an engineered 5A thruster I had, I just assumed I'd stupidly sold it, but if what you say is true, that's a terrible setup.

It sometimes feels like Frontier believes that hiring UI/UX people full time is a waste of money and that UX isn't even a real field and is just a scam, or something.
 
I did swear that I lost a module like this before 2.4 but since I could only think of 1 and it was only a possibility that I still can't confirm, I didn't even mention it. I should probably keep better track.
 
There is a bug still present within current version in regards to module storage.
it is somehow exploitish, as “properly” used can give small benefit to the player, hence i will not describe it in public.

reading your truesilver description, necessary conditions, were triggered.
 
Last edited:
It's not your imagination. Happened twice (that I've noticed, maybe more) with my engineered modules, to the point that I'm keeping extra ships only to store good rolls on their modules.
 
Just going to mention that when you swap/replace already installed modules, the game defaults to storage UNLESS your module storage is full, in which case it quietly sells the module without making any mention of it or otherwise highlighting that it's about to sell your module. So that might have happened.

This also happened to me. Try buying a different FSD for an Annie, module storage at 60, previous G5 increased Range God Roll gets quietly Sold = crying to this date.
 
Galloping galaxies ... yes, I will!

Um ... OK ... dumb pew-pew here ... could you possibly link me to a thread with a step-by-step? Honestly not on my radar, just seen it mentioned once or twice.

Thank you and +1

Zac Antonaci posted journal documentation here. EDCodex has an online version of it as well.

Whenever a module is sold (including as part of buying another module), the journal entry includes a value for SellItem. For a 3D HRP it would be "SellItem":"$int_hullreinforcement_size3_class2_name;". Unfortunately there's no engineering information provided for modules being sold, but it does show which ship you were flying at the time.

You'll want to automate the search somehow, since painstakingly going through your journals by hand would be quite a task. If you don't have any preferred method to do that, here's a Python 3 script which will run through all the non-beta journals in the folder it's executed from and drop the relevant lines into a file named soldmodules.txt. It doesn't touch the journals, but if you use it, please be sure to make a copy of your journal folder and run it on that, just to be safe.

Code:
import os

sold = open('soldmodules.txt', 'w')

for x in os.listdir():
    if x.startswith('Journal.') and x.endswith('.log'):
        log = open(x, 'r', encoding='utf8')
        for y in log.readlines():
            if '"SellItem":"$int_hullreinforcement_size3' in y:
                sold.write(y)
        log.close()

sold.close()
 
I actually have the opposite

I gained some modules after 2.4 launched, including 4 plasmas with effects I had never modded and also some prismatic shields I had never modded
 
Last edited:
Thanks for this. Having considered the other posts in this thread, looked again at the bug forum, and made some enquiries, I'm strongly suspecting that the earlier module storage bug you mention has been revived by the 2.4 patch.

I've learned that a lot of other older bugs from about the same time are observed to be back in game, including some I've seen myself, such as NPC's crashing drunkenly into objects.

Bug reversion has been an ongoing problem in ED, so it's possible that it's happened again and this is part of a wider issue.

(Incidentally, concerning another post in this thread, I must repeat that disappearing modules have nothing to do with exploits. Frontier afaik haven't made any modules vanish due to exploits, they leave them in game but wipe the mods back to vanilla. And as I understand it, they wipe all modules - legit or illegit - affected by the exploited blueprint, not just one. I have a stack of g5 heavy duty HRP's all rolled at the same time. One c3 g5 only has disappeared. The others are still in game and still with their mods, including the 'twin' c3 g5 to the one that has vanished.)

I think what I'm going to have to do is spend an hour or two going through such records and vids as I keep to see whether I can identify any other missing modules ... then email support ... meh ...

Bug reversion is a problem with every game I've played in the past 20 years that gets routinely updated. My layman theory is that the copy of the game they use to create the newest revision was taken while those issues were present, and the fixed issues list didn't make it into that version.

It's annoying, but it happens everywhere. I'm probably wrong about why, but that's the only reason I can imagine. I suppose a line of code as a "patch" could get shifted or whatever and undo a "fix" that was instituted prior.
 
Thanks all for a lot of constructive responses.

Just going to mention that when you swap/replace already installed modules, the game defaults to storage UNLESS your module storage is full, in which case it quietly sells the module without making any mention of it or otherwise highlighting that it's about to sell your module. So that might have happened.

Yes, a very good point. Again I can't rule it out, although I'm pretty careful at keeping my module storage well below full. Always possible though, unfortunately.

Zac Antonaci posted journal documentation here. EDCodex has an online version of it as well. (...)

Most helpful as ever, TY.

I actually have the opposite

I gained some modules after 2.4 launched, including 4 plasmas with effects I had never modded and also some prismatic shields I had never modded

If you got a 3D HRP, you'll be hearing from my solicitors.
 
You could always check your journal, it will list module module storage, purchase and those sold - could take some time searching it though.

I actually have the opposite

I gained some modules after 2.4 launched, including 4 plasmas with effects I had never modded and also some prismatic shields I had never modded

Aha,There are they!People,I have found mine lost modules,thank you,sir.
 
Last edited:
Bug reversion is a problem with every game I've played in the past 20 years that gets routinely updated. My layman theory is that the copy of the game they use to create the newest revision was taken while those issues were present, and the fixed issues list didn't make it into that version.

Yeah, that may happen (I'm not saying it happens in ED). However, it really shouldn't happen. Tracking issues of two or three revisions and fixing them properly is not that hard. And half of the tracking, fixing and testing is (or can be) automated anyway.
 
Strange, i remember to store all the passanger cabins from my conda to change it from uber to jumpconda, when i come back to uber i see that one cabin vanish. ( This really don't matter, since the cabin are a stock and cheap cabin i can buy another!) but yeah i think the storage are somehow eating some stored modules now!
 
Strange, i remember to store all the passanger cabins from my conda to change it from uber to jumpconda, when i come back to uber i see that one cabin vanish. ( This really don't matter, since the cabin are a stock and cheap cabin i can buy another!) but yeah i think the storage are somehow eating some stored modules now!

In a game where a guy might put hundreds of g5 rolls, sweating blood for weeks, into a module ... this is a bit of a problem.
 
Strange, i remember to store all the passanger cabins from my conda to change it from uber to jumpconda, when i come back to uber i see that one cabin vanish. ( This really don't matter, since the cabin are a stock and cheap cabin i can buy another!) but yeah i think the storage are somehow eating some stored modules now!

the result of the bug is reversible, if acted properly.
 
Back
Top Bottom