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v0.1.3-beta - Transfer Vault Item Viewer

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@ZSG-Studios ZSG-Studios released this 06 Jul 02:55
· 7 commits to main since this release

Release Notes

v0.1.3-beta - Transfer Vault Item Viewer

This update improves the Transfer Vault scanner so players can see item names stored inside live prospect inventory data.

Added

  • Transfer Vault now decodes ItemStaticData rows from compressed ProspectBlob.BinaryBlob data.
  • Live prospect backpack, world, and container inventory entries are listed with item row names in the source list.
  • Prospect blob summaries now report decoded item rows instead of rough text marker hits.

Limit

  • Live prospect blob items are still read-only. Verified JSON-backed meta/loadout items can be moved through the vault, but live backpack, hotbar, belt, equipment, mount cargo, and world container item movement remains disabled until the Unreal property writer is validated.

v0.1.2-beta - Transfer Vault Beta

This update focuses on runtime safety, validation accuracy, and release packaging cleanup.

Added

  • Added a Transfer Vault tab for an offline shared stash across local Icarus player folders.
  • Added vault scanning for local SteamID folders, JSON-backed inventories, loadout meta items, active prospects, and prospect members.
  • Added exclusive vault.lock protection and a transaction ledger at transfer_vault/ledger.jsonl.
  • Vault export/import creates full save backups first and refuses to move items while Icarus is running.
  • Live prospect inventory blobs are detected and reported with item/inventory marker counts.

Fixed

  • Fixed carcasses disappearing too quickly after kills.
  • Fixed skinning yield targeting the wrong runtime path. Skinning yield now increases carcass recipe output counts instead of changing D_ToolDamage.Skinning_Efficiency, which could make carcasses deplete faster.
  • Fixed zero-value runtime math. Baseline 0 values now stay 0 instead of being clamped to 1, preventing disabled or sentinel timers from becoming one-second timers.
  • Fixed free-craft debug/runtime mutation so it does not clear ResourceInputs, which can drive live resource/item drain.
  • Added safety handling so stack and container slot settings do not shrink below vanilla baseline during runtime mutation.
  • Added carcass recipe safety handling so generic processing/material/free-craft array edits do not mutate carcass processor rows.

Validation

  • Debug validation can force supported settings to test values and log before/expected/actual math checks.
  • Runtime validation now avoids fake green passes by reporting missing fields, partial application, skipped targets, unsupported targets, and math failures.
  • Body diagnostics were added for carcass-related tables when debug validation is enabled.

Known Behavior

  • Some settings are table-backed rather than direct live-player writes. Health, stamina, carry capacity, movement speed, and regen mutate D_CharacterStartingStats grants. The game may cache current pawn values, combine them with armor/talents/buffs, or recalculate them only after session load, spawn, respawn, or healing.
  • Air control is applied as a direct runtime scan of loaded movement components and should be more immediately visible.
  • A clean validation log proves the table/runtime target changed as expected, but the in-game HUD may not always display a simple visible old value * multiplier result for derived stats.

Packaging

  • Player releases use IcarusConfigMod.exe as the only required launcher.
  • Players do not need Python, PowerShell scripts, batch files, Visual Studio, CMake, Rust, Nuitka, or PyInstaller.
  • Runtime state, logs, generated work files, and save backups are stored under %LOCALAPPDATA%\ZSG Studios\IcarusConfigMod\.
  • The player zip should not include source tools, build folders, .bat, .ps1, or player-side .py launch scripts.

Transfer Vault Limit

Current beta support moves verified JSON-backed meta/loadout items. Live backpack, hotbar, belt, equipment, mount cargo, and world container items inside ProspectBlob.BinaryBlob are scan-only until the Unreal property writer is validated.