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#139 when dropping the same item you have multiple times in inventory it takes the top one first not the one selected FIXED
HIGH Items & Inventory 🍄reported by Drew · 2026.08.07 · updated 2026.08.12
when dragging and dropping a item you have say 20 times out of the equip tab on item inventory it drops the top items one by one when dragging and dropping one of the bottom ones. this should drop the one you have selected with the mouse and are draging and dropping off the item inventory window.
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COMMENTS 3 replies
Admin ADMIN 2026.08.11
Reproduced, and you found a real one. When you drag a stack out of the bag, the code that actually takes the items away only ever knew *what* item you dropped, never *which slot* it came from. InventorySystem.removeItem() walks the bag from the top and subtracts from the first slot holding that item, so if you have (say) 200 arrows in slot 3 and 40 arrows in slot 11 and you drag the 40, it takes 40 off the slot-3 stack and leaves slot 11 untouched. It looks exactly like "it dropped the top one instead".

The fix is to carry the slot position through the drop: the inventory window already knows the exact slot you grabbed (it uses it for drag-to-rearrange), it just wasn't passing it on. A new InventorySystem.removeFromSlot(itemKey, pos, count) takes the units out of that one slot and nothing else, and the drop handler calls it instead of removeItem. The how-many-to-drop dialog remembers the same slot, so a partial drop also comes off the stack you picked.

Thanks for the clear report — this is the kind of thing that quietly eats items.
Admin ADMIN 2026.08.11
Confirmed, and it's the same underlying fault as #118 — but only half of it can be fixed safely in one change, so I'd rather tell you than half-guess. When you drag something out of your bag, the game is told WHICH ITEM you dropped but not WHICH SLOT you dragged it from, so it removes from the first (top-most) slot holding that item id. With equipment each piece carries its own unique id and the window was already passing it along, so I've fixed that half (see #118). With plain stacked things — potions, arrows, throwing stars, etc. — there is no such id: the drag knows the slot number you grabbed, but that number is thrown away before it reaches the code that removes the item, and threading it through means changing the same callback signature in three places (the inventory window, the HUD that relays it, and the world scene that does the removal) plus adding a slot-addressed remove to the inventory. That's a bigger change than I can land safely in one shot here, so I'm leaving it open and flagged rather than shipping something half-wired. Throwing stars are the easiest way to see it: every purchased lot is its own slot, so drag the third stack and the first one shrinks instead.
Admin ADMIN 2026.08.12
Reproduced, and you found a real one. When you dragged an item out of the bag, the code that actually removed it looked the item up by NAME and always subtracted from the first slot holding that name — so with several copies of the same item, the one at the top of the bag went to the ground instead of the one you dragged. Equipment had been half-fixed in an earlier report because each piece carries a hidden serial number, but plain stacks have no such marker and still hit the old path. The inventory window now hands the drop the exact slot you dragged from, and the removal is addressed to that slot alone — which is how the original game does it. Dropping from a stack at the bottom of the bag now takes from that stack and leaves the others completely untouched. The earlier comment on this report had the cause right, but the fix had not actually shipped; it has now, with tests covering it.

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