
Press one hotkey to stash resources into nearby lockers. Keeps tools, batteries, best food, drink and heal. Charge-aware battery sorting. Auto pulls better items from chests. Full multiplayer support. Strict per-locker mode available. Requires UE4SS.
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✔ MULTIPLAYER COMPATIBLE
QUICK SORTER
One hotkey. Inventory cleaned. Best items kept.
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WHAT IT DOES
• Stash every resource into nearby lockers[/*]
• Keep tools, equipment (tanks, bottles, fins, modules), batteries, and your top food, water and heal items[/*]
• Upgrade auto swap weaker food, drink or heal items for better ones from chests[/*]
• Battery sort charge aware. Keeps highest charge batteries, swaps depleted ones into chargers[/*]
• Locker flags press F2 next to any locker to assign it a role: dedicated type, catch all overflow, or custom item group[/*]
• Pull optional keybind empties nearby lockers into your inventory in one press[/*]
• Strict sort optional mode. Stash only into lockers already holding the same type[/*]
• Capacity aware splits stacks across multiple lockers instead of failing on overflow[/*]
• In game toast shows the stash result (centered between compass and depth meter, fades out after 4s)[/*]
• PDA notification sort summary also appears as a PDA entry[/*]
• Multiplayer works for both host and joining players[/*]
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REQUIRES
• Subnautica 2 (Early Access)[/*]
• UE4SS for Subnautica 2[/*]
• (Optional) SN2ModSettings — configure keybinds and radius in-game without editing files[/*]
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INSTALL
• Install UE4SS first[/*]
• Drop the QuickSorter folder into
Subnautica2 Binaries Win64 ue4ss Mods [/*]
• Launch the game[/*]
• Press F1 near a locker[/*]
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DEFAULT BEHAVIOR
Stays in inventory: tools, equipment (oxygen tank, air bladder, fins, rebreather, bottles, upgrade modules), batteries, 2 food, 2 drink, 2 heal
Goes to lockers: all resources (metals, ores, organic matter, etc.)
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CONFIG
Edit Scripts config.lua, save, relaunch.
Tip: create Scripts config_user.lua and put only your changed keys there. That file is never overwritten by updates.
-- Hotkeys
key = "F1" -- A-Z, F1-F12, SPACE, RETURN, NUM_0-9, ...
flag_key = "F2" -- assign locker flag
modifiers = "" -- CONTROL / SHIFT / ALT / combos
radius = 5000 -- cm. 5000 = 50m
-- Category toggles (true = keep in inventory)
keep_tools = true -- Scanner, Multitool, Repair Tool, Resonator
keep_equipment = true -- oxygen tank, fins, rebreather, bottles, modules
keep_battery = true -- handheld batteries kept and charge sorted
keep_powercell = true -- power cells routed to Power Cell Terminal
keep_food = true
keep_drink = true
keep_heal = true -- first aid kits
-- How many to keep (excess goes to lockers / chargers)
keep_food_count = 2
keep_drink_count = 2
keep_heal_count = 2
keep_battery_count = 2
keep_powercell_count = 0 -- 0 = all power cells go straight to charger
-- Priority lists (best first). Items matching earlier patterns are kept first.
food_priority = { "pavlova", "souvlaki", "temaki", "chutney", ... }
drink_priority = { "isotonic", "water" }
heal_priority = { "enhanced", "advanced", "basic", "medkit", ... }
battery_priority = { "ionbattery", "battery" }
powercell_priority = { "ioncell", "powercell" }
-- Detection patterns (extend if items aren't recognized)
food_patterns = { "food", "fish", "meat", "salad", ... }
drink_patterns = { "water", "drink", "isotonic", ... }
heal_patterns = { "firstaid", "medkit", "bandage", "heal", ... }
battery_patterns = { "battery", "ionbattery" }
-- Behavior
upgrade_from_chests = true -- pull better food/drink/heal from lockers
upgrade_batteries = true -- swap low-charge batteries for charged ones in chargers
sort_to_matching_only = true -- strict per-locker categorization (false = overflow to any locker)
debug = false -- verbose log in UE4SS console
dry_run = false -- log only, no actual move
sort_to_matching_only: when true (default), resources only stash into lockers that already hold the same type. Unmatched items stay on you unless a catch-all locker is flagged. Set to false for casual play — overflow goes to any non-full locker automatically.
upgrade_batteries: when true, reads battery charge from the game attribute system and swaps low-charge batteries for fully charged ones sitting in chargers.
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LOCKER FLAG SYSTEM
Press F2 while standing next to a locker to assign it a role. Flags persist across sessions.
Locker has items inside → F2
The locker learns from its current contents. It becomes dedicated to those item types — the sort always routes matching items there first.
Example: put Coral Shavings in a locker, press F2 → that locker will always receive raw materials.
Empty locker → press F2 once → Catch-all
Any item with no dedicated locker flows here instead of staying in your inventory.
Useful when sort_to_matching_only = true (default) and you want one overflow bin.
Empty locker → press F2 again → Custom group
Cycles through named groups defined in custom_flags.lua. Each group is a list of item name patterns — matching items are routed to that locker.
custom_flags.lua example:
return {
minerais = { "crystal", "salt", "quartz", "sulfur", "kyanite" },
biomateriaux = { "coral", "kelp", "seed", "plant", "fungal" },
}
Press F2 one more time → Cleared
Removes the flag. Locker goes back to normal behavior.
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PULL KEY
Set PullKey in SN2ModSettings to pull all items from nearby lockers into your inventory in one press. No default — must be set manually. Handy when moving base or reorganizing storage.
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CHANGELOG
1.0.8
• New: Locker flag system (F2). Press F2 next to a locker to cycle its role: content-learning → catch-all → custom groups → cleared. Flags saved to disk across sessions[/*]
• New: Custom flag groups — define named item pattern sets in custom_flags.lua, assign to lockers with F2[/*]
• New: Pull-all keybind — set PullKey in Mod Settings to pull everything from nearby lockers into inventory in one press[/*]
• New: SN2ModSettings integration — configure SortKey, FlagKey, PullKey and radius (shown in meters) in-game without editing files[/*]
• New: Power Cells now route to Power Cell Terminal (previously treated as generic resources with no destination)[/*]
• New: keep_powercell_count config. Default 0 — all power cells go straight to charger. Set to 2+ to keep some on you[/*]
• Fix: duplicate toast notification on each sort keypress[/*]
• Fix: radius displayed raw cm instead of meters in Mod Settings UI[/*]
• Fix: SortKey, FlagKey and PullKey not restored from Mod Settings after game restart[/*]
• Changed: default hotkey is now F1 (was Shift+R)[/*]
• Changed: sort_to_matching_only now defaults to true[/*]
1.0.7
• Fix: handheld batteries no longer stashed into Power Cell Terminal (reads BatteryType gameplay tag to match charger to battery type)[/*]
• New: config_user.lua override file. Copy only the keys you want to change — never overwritten by updates[/*]
1.0.6
• New: full multiplayer support. Host and joining players both sort, stash and import in a single keypress[/*]
• New: charge aware battery sorting. Swaps low charge batteries for high charge ones from chargers[/*]
• New: upgrade_batteries config option to toggle charger battery swaps[/*]
• New: PDA style notification alongside HUD toast[/*]
• Fix: stash now moves all items in one keypress for joining player (was one per press)[/*]
• Fix: food, drink and heal import now consistently pulls the correct count in one keypress for joining player[/*]
1.0.5
• UI: toast notification repositioned to sit cleanly between the compass and the depth meter (was overlapping with the depth display).[/*]
1.0.4
• New: in game toast notification shows the stash result (centered below depth meter, cyan, fades in and out)[/*]
• Improved: upgrade pass now processes all swaps in one keypress instead of one at a time[/*]
• Perf: pre bucketed item types eliminates the periodic FPS spike caused by repeated 343 type scans inside upgrade loops[/*]
1.0.3
• Fix: resources (Titanium, Silver, Lead, Quartz, Sulfur, etc.) no longer wrongly kept as tools[/*]
• Fix: tool and equipment detection rewritten to use explicit path or name matches only (no more unreliable reflection)[/*]
• Safety: non host coop clients blocked to prevent consumable item state corruption[/*]
1.0.2
• New: keep_equipment toggle. Separate control for tanks, fins, rebreather, bottles, modules[/*]
• New: heal category. Keeps top first aid kits, auto pulls Enhanced over Basic from nearby chests[/*]
• Fix: water and heal items no longer misclassified as equipment[/*]
1.0.1
• New: sort_to_matching_only option. Strict per locker categorization[/*]
• Fix: capacity aware stash. Splits stacks across lockers[/*]
• Fix: batteries always kept in inventory (charge preserved)[/*]
1.0.0
• Initial release[/*]
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CREDITS
• Special thanks to the developers of Subnautica 2[/*]
• Built with UE4SS by the UE4SS team and the Subnautica 2 fork maintainers[/*]
• Special thanks to 1uv (Discord: 1uv0305) for helping me with testing during development and multiplayer compatibility testing[/*]
Compatible with other UE4SS Lua mods.
No bugs reported yet. If you hit a problem, let the author know.
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