[Mod] Unified Inventory [git][unified_inventory]

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

[Mod] Unified Inventory [git][unified_inventory]

by VanessaE » Wed Jul 08, 2015 09:44

This mod by RealBadAngel is a complete overhaul of the player's inventory, featuring creative inventory (just click to get what you want), craft guide, bags, and more.

A "lite" mode is available for use on devices with restricted screen sizes or servers that cater to them (just add unified_inventory_lite = true to your minetest.conf)

Download: https://github.com/minetest-technic/unified_inventory/archive/master.zip
Or browse the code: https://github.com/minetest-technic/unified_inventory

Installation:
Please make sure you don't have any previous versions of the mod installed.

Download the zip, unpack it into your mods directory, and enable the mod in your desired world.

No need to rename anything, just download and unpack.

Dependencies: Minetest engine version 0.4.12 or newer.

Recommends: datastorage (enables the waypoints component); mods such as Worldedit (via its GUI component), 3d armor, and others can register additional pages in the inventory display as well.

License: GPLv3+

Credits: Much credit goes to the creators of the separate parts used to make this mod:
Cornernote, Jeija, PilzAdam and others.

Please post any ideas you may have to help improve it.

Screenshots:
Image
"Full" formspec mode, showing the craft grid page, with creative inventory
+ "show the rest..."

This post is a continuation of RBA's original Unified Inventory thread at https://forum.minetest.net/viewtopic.php?f=11&t=3933 and is based directly on his original first post.
Attachments
ui_largebag.png
ui_largebag.png (605.99 KiB) Viewed 6672 times
ui_lite.png
ui_lite.png (699.81 KiB) Viewed 6673 times
ui_craftguide.png
ui_craftguide.png (742.35 KiB) Viewed 6672 times
ui_full.png
ui_full.png (702.7 KiB) Viewed 6672 times
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

fooljap
Member
 
Posts: 15
Joined: Fri Jun 05, 2015 05:55
In-game: fooljap

Re: [Mod] Unified Inventory [git][unified_inventory]

by fooljap » Thu Jul 09, 2015 01:05

Is anything change updates from original by RealBadAngel ?
 

Marshall_maz
Member
 
Posts: 240
Joined: Mon Jul 14, 2014 17:13
In-game: Mazal

Re: [Mod] Unified Inventory [git][unified_inventory]

by Marshall_maz » Thu Jul 09, 2015 04:45

Hi , I don't know if I maybe missed it in all the info posted , but the "copy to crafting grid" options don't work in lite mode. Both the 10 and all options. Is this intended or a bug ?
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

Re: [Mod] Unified Inventory [git][unified_inventory]

by VanessaE » Thu Jul 09, 2015 06:02

Those buttons only work if you have creative privilege I think, or maybe only if you have enough materials in your main inventory to actually craft the thing you asked for. In any case, they're the exact same formspec elements as in 'full' mode, only their positions have changed, so the behavior will be the same either way.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

Marshall_maz
Member
 
Posts: 240
Joined: Mon Jul 14, 2014 17:13
In-game: Mazal

Re: [Mod] Unified Inventory [git][unified_inventory]

by Marshall_maz » Thu Jul 09, 2015 06:15

VanessaE wrote:Those buttons only work if you have creative privilege I think, or maybe only if you have enough materials in your main inventory to actually craft the thing you asked for. In any case, they're the exact same formspec elements as in 'full' mode, only their positions have changed, so the behavior will be the same either way.


Creative is not a requirement for it. In full mode , even without creative it works normally. It's purpose is to transfer 10 of the recipe ingredients to crafting grid or maximum of the number ingredients of the recipe required that you have in inventory to crafting grid to remove the tedious moving of plenty of items from inventory to crafter on huge amounts of crafts. On lite mode they don't work at all even if you have enough items in inventory. Is the first thing I noticed on your Vanilla server when I wanted to make plenty ladders is the 10 or all to crafting grid don't work. Example I click the recipe first , then click on the 10 option to crafter grid , but no sticks are transferred to crafter there even if I have plenty stacks stick in inventory.
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

Re: [Mod] Unified Inventory [git][unified_inventory]

by VanessaE » Thu Jul 09, 2015 06:23

I'm not sure then. Like I said, it's the same formspec elements as full mode.

I don't know the code that well (I only added what was needed for the lite mode), so if someone can look at the code and make an appropriate patch, I'll merge it.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

Re: [Mod] Unified Inventory [git][unified_inventory]

by VanessaE » Thu Jul 09, 2015 09:41

Oh and in response to fooljap, this IS the original mod. Just a new thread for it.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

fooljap
Member
 
Posts: 15
Joined: Fri Jun 05, 2015 05:55
In-game: fooljap

Re: [Mod] Unified Inventory [git][unified_inventory]

by fooljap » Thu Jul 09, 2015 18:38

ok :-D
 

Nymue
New member
 
Posts: 4
Joined: Thu Jul 30, 2015 14:31

Re: [Mod] Unified Inventory [git][unified_inventory]

by Nymue » Thu Jul 30, 2015 14:50

Hello, I just tried to add your mod to Minetest but I have a problem. Everytime i try to activate it, I got a message "ERROR : failed to unable Unified_inventory-master as it contains disallowed characters. Only characters [a-z0-9] are allowed".
I'm playing on version 0.4.12 , DL from official minetest.net site.
Am I doing something wrong ? I download your mod, unzip it then copy and paste it to the /mods/ directory in minetest.
 

Marshall_maz
Member
 
Posts: 240
Joined: Mon Jul 14, 2014 17:13
In-game: Mazal

Re: [Mod] Unified Inventory [git][unified_inventory]

by Marshall_maz » Thu Jul 30, 2015 15:00

@Nymue , The folder name must be just unified_inventory , without the "-master" at the end.
 

Nymue
New member
 
Posts: 4
Joined: Thu Jul 30, 2015 14:31

Re: [Mod] Unified Inventory [git][unified_inventory]

by Nymue » Thu Jul 30, 2015 15:15

Ahhh thanks, works fine now :)
 

Marshall_maz
Member
 
Posts: 240
Joined: Mon Jul 14, 2014 17:13
In-game: Mazal

Re: [Mod] Unified Inventory [git][unified_inventory]

by Marshall_maz » Thu Jul 30, 2015 15:17

Your welcome. You can remember that for all mods you download. If it has the "-master" at the end just rename and remove it.

Enjoy !
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

Re: [Mod] Unified Inventory [git][unified_inventory]

by VanessaE » Thu Jul 30, 2015 15:27

I've just added a couple small tweaks so that recipes with unknown items or groups are no longer shown, and items are only shown in the craft guide if they can actually be made. In creative mode, all items are still shown regardless of craftability.

I didn't do any recursive checks, so if there some item A that can be cooked to get B, both A and B will still show even if A can't be crafted. I'll work on that later.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

Re: [Mod] Unified Inventory [git][unified_inventory]

by Sokomine » Sat Aug 01, 2015 14:49

VanessaE wrote:I've just added a couple small tweaks so that recipes with unknown items or groups are no longer shown, and items are only shown in the craft guide if they can actually be made. In creative mode, all items are still shown regardless of craftability.

Sounds like a very good idea and will reduce the amount of pages considerably in some games.
A list of my mods can be found here.
 

orangebiscuit
Member
 
Posts: 27
Joined: Thu Feb 20, 2014 21:48

Re: [Mod] Unified Inventory [git][unified_inventory]

by orangebiscuit » Sun Aug 02, 2015 23:05

The crafting area is squished and I can't place objects in the crafting slots... Kinda a gameplay hindering issue... Any help much appreciated!!
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

Re: [Mod] Unified Inventory [git][unified_inventory]

by VanessaE » Sun Aug 02, 2015 23:57

Update whatever texture pack you're using. Somewhere, you've got UI background images being overridden.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

User avatar
thomasthespacefox
Member
 
Posts: 37
Joined: Sun Aug 02, 2015 15:00
GitHub: ThomasTheSpaceFox
In-game: thomasthespacefox

Re: [Mod] Unified Inventory [git][unified_inventory]

by thomasthespacefox » Mon Aug 03, 2015 05:50

use it every minetest day!
the search function is a sure sanity saver! if i want mese i type mese and i get mese stuff for example. type door get doors. convenience!
i also like how mods can interface with it! I can pick my player skin from my inventory, i can also put on some armor if i want!
 

DoyleChris
Member
 
Posts: 176
Joined: Sat Jul 25, 2015 19:54
In-game: DoyleChris

Re: [Mod] Unified Inventory [git][unified_inventory]

by DoyleChris » Thu Sep 10, 2015 22:50

How do i get the GUI for WorldEdit to come up. It says there is to be a (The icon looks like a globe with a red dot in the center) but i dont see the icon.
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Unified Inventory [git][unified_inventory]

by Don » Fri Sep 11, 2015 02:12

The version I have is different then this one. It has the WE gui. You could try it.
https://www.dropbox.com/s/km6zamdtdxc23 ... y.zip?dl=0
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

User avatar
GFX_Garage
Member
 
Posts: 27
Joined: Thu May 14, 2015 15:12
GitHub: GraphicsGarage
In-game: GFX

Re: [Mod] Unified Inventory [git][unified_inventory]

by GFX_Garage » Wed Sep 16, 2015 09:10

I've added datastorage and have no idea how to get waypoints working. Is there supposed to be an icon?

[EDIT] Never mind. I reinstalled both mods and it started working.
"Well it is an ambiguous enterprise, and fraught with contradiction, but forward, ever forward" ~ Terence McKenna

https://www.youtube.com/user/GraphicsGarage/featured

http://torywright.deviantart.com/
 

Soudon
Member
 
Posts: 167
Joined: Wed Apr 08, 2015 17:14
In-game: Soudon

Re: [Mod] Unified Inventory [git][unified_inventory]

by Soudon » Fri Oct 09, 2015 21:00

Is it going to get the shift click option now that the default game has it? Because as of right now shift click is not working with unified inventory.
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

Re: [Mod] Unified Inventory [git][unified_inventory]

by VanessaE » Sat Oct 10, 2015 00:08

I don't know anything about that feature, so if someone wants to code and submit a pull request for it, I'll merge it.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Unified Inventory [git][unified_inventory]

by Don » Sat Oct 10, 2015 00:39

Soudon is referring to listring. The only thing I can think of that would benefit from it in unified inventory is bags. I will have a look tonight and see if anything else could use it.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

Re: [Mod] Unified Inventory [git][unified_inventory]

by VanessaE » Sat Oct 10, 2015 01:52

The main inventory <--> craft grid could make use of it too, given how I use it. ;-)

While doing large builds, I routinely throw a few items that are the most important into my craft grid, like my pick and the few main materials I'm working with, clear the inventory, and then move them back.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Unified Inventory [git][unified_inventory]

by Don » Sat Oct 10, 2015 02:04

I just submitted a pull request for bags. I will do the craft grid in a bit.

Edit - I just submitted a pull request for the craft grid listring.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

Re: [Mod] Unified Inventory [git][unified_inventory]

by VanessaE » Sat Oct 10, 2015 02:31

Merged both -- thanks!
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

Re: [Mod] Unified Inventory [git][unified_inventory]

by VanessaE » Sat Oct 10, 2015 02:36

OOps, no that doesn't quite work right. After that second commit, it wants to move the stack to whatever formspec was last added anew after opening the inventory. Seems to be an engine bug with formspec-replacing-formspec handling. I've rolled back the repo (and force-pushed) to just the commit for the bags since that's what will be most useful for most people.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Unified Inventory [git][unified_inventory]

by Don » Sat Oct 10, 2015 03:00

VanessaE wrote:OOps, no that doesn't quite work right. After that second commit, it wants to move the stack to whatever formspec was last added anew after opening the inventory. Seems to be an engine bug with formspec-replacing-formspec handling. I've rolled back the repo (and force-pushed) to just the commit for the bags since that's what will be most useful for most people.

That's strange. It should work based on inv slot name. I will look in the morning to see if I messed something up.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Unified Inventory [git][unified_inventory]

by Don » Sat Oct 10, 2015 13:15

It appears that you can only have 1 listring per formspec. I even tried putting the listring into an if statement so it is only called when the page is called and it still would not work right.
Hopefully someone with more knowledge can find a solution.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

Re: [Mod] Unified Inventory [git][unified_inventory]

by VanessaE » Sat Oct 10, 2015 16:12

est31 has fixed this in the engine, so I've re-enabled the crafting-grid commit.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

Next

Return to Mod Releases

Who is online

Users browsing this forum: Bing [Bot] and 11 guests

cron