Posted by: ZylonBane
« on: 15. January 2020, 18:50:58 »SS2's replicator is implemented with internal engine code that does not send any events that scripts can intercept. The only way I could get this feature to work was indirectly, by detecting when an object has fallen out of the bounds of the invisible marker that purchased items are emitted from. If items were allowed to pile up in the replicator slot, it would break this detection.Is it possible to revert back to original behavior if inventory is full (item will be in the replicator)?
So no, not possible.
I consider the floor pile preferable anyway, because stuff on the floor is a lot easier to notice than stuff hidden in a replicator slot. But since you can see your inventory fill up as you're shopping with this mod, over-purchasing should happen less often.