PATCH  ·  v1.0.14  ·  2026-05-25

Broken containers now tell you they're broken (instead of failing silently)

If you open a container item — Day 1 Supply Chest, Farmer's Coinpurse, Waterlogged Lockbox, any of the dozens of bag/chest items — and nothing happens, you now get a yellow message explaining why instead of silently losing your double-click.

What's going on

When Ashley reported "farmer's bags and so on are not giving rewards when you open them," the underlying cause turned out to be bigger than expected: 1,862 out of 3,350 loot pack definitions are missing from the server data that AAEmu shipped. About 2,016 in-world container items resolve to one of those empty packs. The code that opens containers is correct — it asks the loot database "what items does pack X contain?" and gets back an empty list because the table simply doesn't have entries for that pack id.

Affected items include (sample, not exhaustive):

  • Day 1 Supply Chest, Day 2 Supply Chest, Gratitude Chest, Fresh Start Chest
  • Farmer's Coinpurse, Priest's Coinpurse, Merchant's Coinpurse
  • Waterlogged Sack, Waterlogged Lockbox
  • Princes' Flagpole, Auroran Ink, Blank Flag Fabric, Sealed Brush, Decorative Rope
  • Various food unwraps (Red Octopus, Organic Chicken, Beef)
  • And about 2,000 others

What this patch actually changes

This is a visibility fix, not a content fix. When you open a container whose loot pack is empty:

  • You now get a yellow message in your system chat naming the problem and the pack id ("This container's contents aren't defined on this server (loot pack 8000127). It hasn't been consumed. Please report to staff with the item name.")
  • Your container is NOT consumed — you keep the item, no loss.
  • The server logs a warning with the pack id, item id, and your character name. Staff can grep Server.log for "GainLootPackItemEffect: loot pack" and see the full list of broken packs hit in production, ranked by frequency. Lets us prioritize which to actually populate.

What this patch doesn't change

The container's contents still aren't defined — opening it twice gets you the same message twice. To actually make a specific container work, we need to author rows into the loots table giving it real contents. That's content authoring per-pack. Populating all 1,862 is days of work; populating the worst offenders (starter chests, daily login chests, common quest rewards) is the realistic ask.

What to do as a player

If you find a chest, bag, or container that's giving the yellow "not defined" message, screenshot it and post in the dev Discord channel with the item name. The first ones to get fixed will be the highest-priority ones — anything tied to new-player onboarding (Day N Supply Chests, Fresh Start Chest, starter coinpurses) is at the top of the list.

Behind the scenes

One file changed: GainLootPackItemEffect.cs, +16 lines. New guard branch when pack.Loots.Count <= 0 sends a ChatType.System message to the player and logs Warn server-side. Source item consumption was already correctly skipped in the upstream code on this path — that part is unchanged.

No client patch — same .pak, no download.

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