Summary
On game V 3.0.0 (b259), pressing the QuickStack hotkey as a client (non-host) on a dedicated server hard-locks the player UI. The backpack window can no longer be closed and the game must be killed (Alt+F4 / SIGTERM). No exception is thrown.
The hotkey fires correctly and containers are discovered — the flow stops right after the lock request.
Environment
|
|
| Game |
V 3.0.0 (b259) |
| QuickStack |
1.7.5 (prebuilt QuickStack.dll from master, commit "Fixed quick lock issue when initially starting the game", 2026-06-27) |
| Role |
Client, joining a dedicated server (I am not the host) |
| Server |
Vanilla — QuickStack is NOT installed server-side |
| Client OS |
Linux (Steam Proton) |
| EAC |
Disabled |
| Other mods |
0_TFP_Harmony, AGF-NoEAC-AutoRun, CraftFromContainersV3.0. Reproduced with QuickStack as the only non-Harmony mod as well. |
Steps to reproduce
- Join a dedicated server as a client (not the host).
- Stand next to a base with many player-placed storage containers (34 in range here).
- Make sure no container window is open.
- Press the QuickStack hotkey (
LeftAlt + X, default).
Observed
Client log:
INF [MODS] Loaded Mod: QuickStack (1.7.5)
INF [QuickStack] Loaded config in 13 ms
INF [MODS] Initialized code in mod 'QuickStack'
...
INF [QuickStack] Found 34 nearby suitable containers
After Found 34 nearby suitable containers nothing further is logged. Items are never stashed, and the backpack UI becomes unresponsive — it cannot be closed and the game has to be force-killed. No exception is present anywhere in the log.
Expected
Either the items are stashed, or the operation aborts gracefully without locking the UI.
Analysis
QuickStack.RequestQuickStack():
if (stackInProgress != StackType.None)
return;
TEFeatureStorage[] containers = GetNearbyContainers();
if (containers.Length == 0)
return;
stackInProgress = StackType.QuickStack;
LockManager.Instance.LockRequestLocal(containers);
stackInProgress is set and LockRequestLocal is called, but the Postfix on LockManager.LockResponse never seems to run. As a result stackInProgress is never reset back to StackType.None, the stash step never executes, and the UI stays in the locked state.
This matches community reports that a non-host client freezes on QuickStack in multiplayer and can only recover with Alt+F4. Possibly related to #27 (which was filed against 1.7.1).
Note that master already contains "Added quick lock for all inventory types and added potential fix for multiplayer issue" (2026-06-27) — that is the exact build used here, so the issue persists after that change.
Question
Is a client-only install supposed to be supported in multiplayer? The README suggests copying the mod into the dedicated server's Mods folder for multiplayer. If the server-side component is mandatory for LockRequestLocal to be answered, could the client detect this and bail out (log + reset stackInProgress) instead of leaving the UI unusable?
Happy to provide full logs or test any patch.
Summary
On game V 3.0.0 (b259), pressing the QuickStack hotkey as a client (non-host) on a dedicated server hard-locks the player UI. The backpack window can no longer be closed and the game must be killed (
Alt+F4/ SIGTERM). No exception is thrown.The hotkey fires correctly and containers are discovered — the flow stops right after the lock request.
Environment
QuickStack.dllfrommaster, commit "Fixed quick lock issue when initially starting the game", 2026-06-27)0_TFP_Harmony,AGF-NoEAC-AutoRun,CraftFromContainersV3.0. Reproduced with QuickStack as the only non-Harmony mod as well.Steps to reproduce
LeftAlt + X, default).Observed
Client log:
After
Found 34 nearby suitable containersnothing further is logged. Items are never stashed, and the backpack UI becomes unresponsive — it cannot be closed and the game has to be force-killed. No exception is present anywhere in the log.Expected
Either the items are stashed, or the operation aborts gracefully without locking the UI.
Analysis
QuickStack.RequestQuickStack():stackInProgressis set andLockRequestLocalis called, but thePostfixonLockManager.LockResponsenever seems to run. As a resultstackInProgressis never reset back toStackType.None, the stash step never executes, and the UI stays in the locked state.This matches community reports that a non-host client freezes on QuickStack in multiplayer and can only recover with
Alt+F4. Possibly related to #27 (which was filed against 1.7.1).Note that
masteralready contains "Added quick lock for all inventory types and added potential fix for multiplayer issue" (2026-06-27) — that is the exact build used here, so the issue persists after that change.Question
Is a client-only install supposed to be supported in multiplayer? The README suggests copying the mod into the dedicated server's
Modsfolder for multiplayer. If the server-side component is mandatory forLockRequestLocalto be answered, could the client detect this and bail out (log + resetstackInProgress) instead of leaving the UI unusable?Happy to provide full logs or test any patch.